Merge pull request #39 from MattMayuga/master

Update ENG translation
This commit is contained in:
MrZ626
2020-10-25 16:24:50 +08:00
parent f4c13fcacb
commit 93378f8c11
2 changed files with 65 additions and 65 deletions

View File

@@ -1129,10 +1129,10 @@ local langList={
{ {
back="Back", back="Back",
anykey="Press any button", anykey="Press any button",
newVersion="Thanks for updating! New feature below", newVersion="Thanks for updating! Check out the updates below.",
httpTimeout="Network connection timed out!", httpTimeout="Network connection timed out",
marking="Game Author: MrZ_26\nIllegal recording if you can see this\nAny explanation is invalid", marking="Game Author: MrZ_26\nIllegal recording if you can see this\nAny explanation is invalid",
holdR="Hold to restart", holdR="Keep holding to retry",
atkModeName={"Random","Badges","K.O.s","Attackers"}, atkModeName={"Random","Badges","K.O.s","Attackers"},
royale_remain=function(n)return n.." Players Remaining"end, royale_remain=function(n)return n.." Players Remaining"end,
@@ -1190,16 +1190,16 @@ local langList={
noScore="No Scores Yet", noScore="No Scores Yet",
highScore="Personal Bests", highScore="Personal Bests",
newRecord="New Record!", newRecord="New Record!",
getNoticeFail="get notice failed", getNoticeFail="Couldn't get announcements",
getVersionFail="get newest version failed", getVersionFail="Unable to detect a new version",
versionIsNew="You are now on the latest version.", versionIsNew="You are now on the latest version.",
versionIsOld="Version $1 is available now!", versionIsOld="Version $1 is available now!",
registerSuccessed="Register successed!", registerSuccessed="Registered!",
registerFailed="Register failed", registerFailed="Registration failed",
netErrorCode="Network error code", netErrorCode="Network error code",
noUsername="Input username", noUsername="Please enter your username",
noPassword="Input password", noPassword="Please enter your password",
diffPassword="Password don't match", diffPassword="Passwords don't match",
errorMsg="An error has occurred and Techmino needs to restart.\nError info has been created, and you can send it to the author.", errorMsg="An error has occurred and Techmino needs to restart.\nError info has been created, and you can send it to the author.",
acts={ acts={
@@ -1246,7 +1246,7 @@ local langList={
"FnsErrs./FnsRate:", "FnsErrs./FnsRate:",
}, },
help={ help={
"Now you can play this, you are probabaly do not need \"help\"?", "Now you can play this - you probably do not need \"help\"?",
"This is just an ordinary block game, not a certain one.", "This is just an ordinary block game, not a certain one.",
"It plays like TO/C2/KOS/TGM3 and others.", "It plays like TO/C2/KOS/TGM3 and others.",
"", "",
@@ -1276,7 +1276,7 @@ local langList={
Beepbox Beepbox
GFIE GFIE
Goldwave Goldwave
Lib used: Libs used:
Cold_Clear [MinusKelvin] Cold_Clear [MinusKelvin]
json.lua [rxi] json.lua [rxi]
profile.lua [itraykov] profile.lua [itraykov]
@@ -1315,7 +1315,7 @@ local langList={
title="Custom Game", title="Custom Game",
subTitle="Basic", subTitle="Basic",
defSeq="Default Seq.", defSeq="Default Seq.",
noMsn="No mission", noMsn="No missions",
drop="Drop Delay", drop="Drop Delay",
lock="Lock Delay", lock="Lock Delay",
@@ -1344,22 +1344,22 @@ local langList={
ghost="Ghost", ghost="Ghost",
center="Center", center="Center",
bagLine="Bag Line", bagLine="Bag Line",
highCam="Bird-eye view", highCam="Birds-eye View",
nextPos="Next preview", nextPos="Next Preview",
bone="Bone Block", bone="Bone Block",
mindas="min DAS", mindas="Min. DAS",
minarr="min ARR", minarr="Min. ARR",
minsdarr="min SDARR", minsdarr="Min. SDARR",
noTele="no Teleport", noTele="No Teleportation",
ospin="O-spin", ospin="O-Spin",
target="Target", target="Target",
visible="Visibility", visible="Visibility",
freshLimit="LD-Reset Limit", freshLimit="Lock Reset Limit",
easyFresh="Normal Lock Reset", easyFresh="Normal Lock Reset",
fineKill="100% Finesse", fineKill="100% Finesse",
opponent="Opponent", opponent="Opponent",
life="Life", life="Lives",
pushSpeed="Garbage Speed", pushSpeed="Garbage Speed",
}, },
custom_field={ custom_field={
@@ -1374,7 +1374,7 @@ local langList={
clear="Clear", clear="Clear",
pushLine="Add Line(K)", pushLine="Add Line(K)",
delLine="Del Line(L)", delLine="Del Line(L)",
demo="Don't show ×", demo="Don't Show ×",
}, },
custom_sequence={ custom_sequence={
title="Custom Game", title="Custom Game",
@@ -1450,7 +1450,7 @@ local langList={
ghost="Ghost", ghost="Ghost",
center="Center", center="Center",
smooth="Smooth drop", smooth="Smooth Drop",
grid="Grid", grid="Grid",
bagLine="Bag Line", bagLine="Bag Line",
@@ -1459,14 +1459,14 @@ local langList={
moveFX="Move FX Level", moveFX="Move FX Level",
clearFX="Clear FX Level", clearFX="Clear FX Level",
shakeFX="Field Sway Level", shakeFX="Field Sway Level",
atkFX="ATK. FX Level", atkFX="Atk. FX Level",
frame="Render Frame Rate", frame="Render Frame Rate",
text="Action Text", text="Action Text",
score="Pop-up Score", score="Score Pop-up",
warn="Death Alert", warn="Danger Alert",
highCam="Bird-eye view", highCam="Birds-eye View",
nextPos="Next preview", nextPos="Next Preview",
fullscreen="Full Screen", fullscreen="Full Screen",
bg="Background", bg="Background",
power="Power Info", power="Power Info",
@@ -1523,12 +1523,12 @@ local langList={
setting_touchSwitch={ setting_touchSwitch={
b1= "Move Left:", b2="Move Right:", b3="Rotate Right:", b4="Rotate Left:", b1= "Move Left:", b2="Move Right:", b3="Rotate Right:", b4="Rotate Left:",
b5= "Rotate 180°:", b6="Hard Drop:", b7="Soft Drop:", b8="Hold:", b5= "Rotate 180°:", b6="Hard Drop:", b7="Soft Drop:", b8="Hold:",
b9= "Function:", b10="Restart:", b11="Instant Left:",b12="Instant Right:", b9= "Function:", b10="Restart Game:", b11="Instant Left:",b12="Instant Right:",
b13="Sonic Drop:", b14="Down 1:", b15="Down 4:", b16="Down 10:", b13="Sonic Drop:", b14="Down 1:", b15="Down 4:", b16="Down 10:",
b17="Left Drop:", b18="Right Drop:", b19="Left Zangi:", b20="Right Zangi:", b17="Left Drop:", b18="Right Drop:", b19="Left Zangi:", b20="Right Zangi:",
norm="Normal", norm="Normal",
pro="Professional", pro="Professional",
hide="Show Virtual Key", hide="Show Virtual Keys",
track="Auto Track", track="Auto Track",
sfx="SFX", sfx="SFX",
vib="VIB", vib="VIB",
@@ -1556,10 +1556,10 @@ local langList={
login={ login={
title="Log in / Sign up", title="Log in / Sign up",
username="Username", username="Username",
email="E-mail", email="Email address",
code="Invitation Code", code="Invitation Code",
password="Password", password="Password",
password2="Again Password", password2="Reenter password",
}, },
account={ account={
title="Account", title="Account",
@@ -1574,7 +1574,7 @@ local langList={
color="Color", color="Color",
blind="Blind", blind="Blind",
slide="Slide", slide="Slide",
pathVis="Path show", pathVis="Show Path",
revKB="Reverse", revKB="Reverse",
}, },
schulte_G={ schulte_G={
@@ -1595,8 +1595,8 @@ local langList={
}, },
debug={ debug={
copyLog="Copy Log", copyLog="Copy Log",
scrInfo="Show Screen Info.", scrInfo="Show Screen Info",
reset="Reset?", reset="Are you sure you want to reset?",
reset1="Reset ranks", reset1="Reset ranks",
reset2="Reset data", reset2="Reset data",
reset3="Reset all", reset3="Reset all",
@@ -1682,9 +1682,9 @@ local langList={
["infinite_dig"]= {"Infinite: Dig", "", "Dig, dig, dig."}, ["infinite_dig"]= {"Infinite: Dig", "", "Dig, dig, dig."},
["custom_clear"]= {"Custom", "NORMAL", "Draw something then clear it!!"}, ["custom_clear"]= {"Custom", "NORMAL", "Draw something then clear it!!"},
["custom_puzzle"]= {"Custom", "PUZZLE", "Draw something then stack it!!"}, ["custom_puzzle"]= {"Custom", "PUZZLE", "Draw something then stack it!!"},
["sprintFix"]= {"Sprint", "No left/right","It's possible."}, ["sprintFix"]= {"Sprint", "NO LEFT/RIGHT","It's possible."},
["sprintLock"]= {"Sprint", "No rotation", "It's impossible."}, ["sprintLock"]= {"Sprint", "NO ROTATIONS", "It's impossible."},
["sprintPenta"]= {"Sprint", "Pentomino", "Clear 40 lines with 18 pentominoes."}, ["sprintPenta"]= {"Sprint", "PENTOMINO", "Clear 40 lines with 18 pentominoes."},
["sprintMPH"]= {"Sprint", "MPH", "Memoriyless\nPreviewless\nHoldless"}, ["sprintMPH"]= {"Sprint", "MPH", "Memoriyless\nPreviewless\nHoldless"},
}, },
}, },
@@ -2241,10 +2241,10 @@ local langList={
["infinite_dig"]= {"Infinite: Dig", "", "Dig, dig, dig."}, ["infinite_dig"]= {"Infinite: Dig", "", "Dig, dig, dig."},
["custom_clear"]= {"Custom", "NORMAL", "Draw something then clear it!!"}, ["custom_clear"]= {"Custom", "NORMAL", "Draw something then clear it!!"},
["custom_puzzle"]= {"Custom", "PUZZLE", "Draw something then stack it!!"}, ["custom_puzzle"]= {"Custom", "PUZZLE", "Draw something then stack it!!"},
["sprintFix"]= {"Sprint", "No left/right","It's possible."}, ["sprintFix"]= {"Sprint", "NO LEFT/RIGHT","It's possible."},
["sprintLock"]= {"Sprint", "No rotation", "It's impossible."}, ["sprintLock"]= {"Sprint", "NO ROTATIONS", "It's impossible."},
["sprintPenta"]= {"Sprint", "Pentomino", "Puzzle-18"}, ["sprintPenta"]= {"Sprint", "PENTOMINO", "Clear 40 lines with 18 pentominoes."},
["sprintMPH"]= {"Sprint", "MPH", "Memoriyless.\nPreviewless.\nHoldless."}, ["sprintMPH"]= {"Sprint", "MPH", "Memoriyless\nPreviewless\nHoldless"},
}, },
}, },
{ {

View File

@@ -1,6 +1,6 @@
Gameplay: Gameplay:
System will offer a series of tetrominoes ("Pieces". There are 7 types), and the player needs to control [them] (move left and right, rotate 90, 180 or 270 degrees), filling a row on the play field will clear it, attack will be sent depending on the type of the line clear (if there is an opponent) 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), and each row filled with the field will be cleared, and depending on the line clear type, an attack will be sent (if there is an opponent)
Survive till the last or complete the level's goal to win. Play until the end or achieve the level's goal to win.
Rotation system: Rotation system:
Uses Techmino's custom rotation system. Too lazy to write the details Uses Techmino's custom rotation system. Too lazy to write the details
@@ -14,50 +14,50 @@ Spin detection:
- 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. - 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.
Attack system: Attack system:
Regular line clears (clearing <=3 lines): Normal line clears (1 to 3 lines):
Sends (lines cleared -0.5) attack Sends (lines cleared -0.5) attack
Special line clears: Special line clears:
Spin sends (lines cleared x2) attack, Spin sends (lines cleared x2) attack,
- B2B sends extra 1/1/2/4/8 (for Spin Single/Double/Triple/Techrash/Techrash+ respectively) - B2B sends extra 1/1/2/4/8 (for Spin Single/Double/Triple/Techrash/Techrash+ respectively)
- B2B2B sends (lines cleared x0.5), and +1 extra blocking - B2B2B sends (lines cleared x0.5), and +1 extra blocking
- If it's a Mini, x0.25 - Minis reduces the attack to 25% (x0.25 multiplier)
Non-Spin Techrash/Techrash+ sends (lines cleared) attack, Non-Spin Techrash/Techrash+ sends (lines cleared) attack,
- B2B sends extra 1 attack, - B2B sends 1 additional line
- B2B2B sends 50% more attack and +1 extra blocking. - B2B2B will have an attack boost of 50% and +1 blocking
Special line clears will increase B2B gauge, making later special line clears have B2B or B2B2B bonus (see below) Special line clears will the increase B2B gauge, making later special line clears have either a B2B or B2B2B bonus (see below)
Half Perfect Clear (a Perfect Clear "with blocks left below". If it's an I clearing 1 line, then the remaining blocks must not be player-placed): Attack +2, Extra Blocking +2 Half Perfect Clear (a Perfect Clear "with blocks left below". If it's an I clearing 1 line, then the remaining blocks must not be player-placed): Attack +2, Extra Blocking +2
Perfect Clear: half all damage above, then +8 to +20 attack (increases within a round by +2 per Perfect Clear) and +2 extra blocking. (note: if lines cleared in this round >4, then B2B gauge will be filled) Perfect Clear (also known as All Clear): half the sum of the damage above, plus additional 8 to 20 attack (increasing by 2 in a single round for each PC) and +2 extra blocking. (note: if lines cleared in this round >4, then B2B gauge will be filled)
Combos: All damage above will be given a (combo x25%) bonus, or (combo x15%) if the line clear is a Single, capped at 12 combo. +1 more attack for 3 Combo or more. Combos: All damage above will be given a (combo x25%) bonus, or (combo x15%) if the line clear is a Single, capped at 12 combo. +1 more attack for 3 Combo or more.
After calculating all above, the damage value will be rounded down then sent After calculating all above, the damage value will be rounded down then sent
Score system: Score system:
The more impressive you play, the more score you get The better you play, the higher the score.
Attack delay: Attack delay:
Attack from Doubles/Triples take effect the faster, then Techrash, Spins send rather slow attack, and high combos will send the slowest Attacks from Doubles/Triples take effect the faster, followed by Techrash, Spins, which send slow attacks, and high combos are the slowest
B2B or B2B2B, while they increase lines sent, they also increase the attack delay. Minis will greatly increase delay. B2B or B2B2B, while they increase lines sent, they also increase the attack delay. Minis will greatly increase the delay.
Countering: Countering:
When you send attack, if there is garbage in queue, extra blocking will be used first, then attack, countering the earliest attack at a 1:1 ratio. When you send attacks, if there is garbage in queue, extra blocking will be used first, then attack, countering the earliest attack at a 1:1 ratio.
Unused extra blocking will be discarded, then remaining attack will be sent to your opponent. Any extra blocking you didn't use will be discarded, and the last remaining attack power will be sent to your opponent.
Back to Back (B2B) gauge: Back to Back (B2B) gauge:
The B2B gauge ranges from 0 to 1,200. Special line clears are B2B if the gauge is >=40, B2B2B if >1,000. The B2B gauge ranges from 0 to 1,200. Special line clears are B2B when the gauge is >=40, and B2B2B if >1,000.
A regular line clear -250 Normal line clears -250
Spin Single/Double/Triple/Techrash/Techrash+ +50/100/180/1000/1200 (x25% if Mini) Spin Single/Double/Triple/Techrash/Techrash+ +50/100/180/1000/1200 (Mini reduces it to 25%)
Techrash/Techrash+ +100/200 Techrash/Techrash+ +100/200
Spin without clearing lines +20, but gauge cannot exceed 1,000 with this method Spin (0 lines) +20. Do note that the B2B gauge cannot exceed 1000 using this method.
When gauge is above 1,000, a drop without clearing lines -40 (cannot drop below 1,000 with this method) When gauge is above 1,000, a drop without clearing lines decreases it by 4, but cannot drop below 1,000
Battle Royale modes: Battle Royale modes:
Many players play within one game (all opponents are bots, not real players). As players get eliminated, blocks fall faster, and garbage take effect faster, as well as rise faster. KO-ing another player grants you one badge plus all badge that player has, increasing your attack power. Many players play a game at the same time (against AI bots, not real players). As players get eliminated, blocks fall faster, and garbage take effect faster, as well as rise faster. Eliminate other players to gain a badge and the player's badge to increase your attack power.
Players can select one of 4 attack modes: Players can choose between four attack modes:
1. Random: Every time you attack, 10% chance to lock onto a random player. 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. 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. (This refreshes every second) 3. KOs: After you attack or when your target dies, lock onto the player with the highest field. (This refreshes every second)
4. Counter: attack all players locking onto yourself. Your attack will be sent to all of them. If you are not targetted, you attack a random player (not locking). 4. Attackers: attack all players locking onto yourself. Your attack will be sent to all of them. If you are not targetted, you attack a random player (not locking).
The last survivor wins. When all opponents have been eliminated, the last player in the match is the winner.
Custom mode: Custom mode:
You can freely adjust most parameters (not including special effects of other game modes), and you can also draw a field to clear or make a template to build. You can freely adjust most parameters (not including special effects of other game modes), and you can also draw a field to clear or make a template to build.