完善字体和符号文本 (#460)

This commit is contained in:
C₂₉H₂₅N₃O₅
2021-11-15 22:27:40 -06:00
committed by GitHub
parent caf92eb3c8
commit bb64404821
4 changed files with 41 additions and 21 deletions

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@@ -307,7 +307,7 @@ return{
{"BPM",
"bpm blocksperminute piecesperminute speed",
"term",
"Blocks per minute\n\tReflects playing speed of a player.\nAlso MrZ forgot that it can be called PPM to avoid confusing with the music term.",
"Blocks per minute\n\tReflects playing speed of a player.\nAlso called PPM (to avoid confusing with the musical term).",
},
{"KPM",
"kpm keysperminute keypressesperminute",
@@ -587,7 +587,7 @@ return{
"term",
"A terminology used in the Chinese Tetris community. A \"debt\" refers to a situation where one must first finish constructing a specific setup before he or she can perform one or more T-spins with real attacks. When constructing a setup where one or multiple debts are created, it is important to observe the opponent carefully to ensure your safety; otherwise, there is a high probability of topping out before the construction is finished.\n\nThis term is frequently used to describe setups such as TST tower. No real attacks can be made before the setup is constructed completely.",
},
{"Attacking & Defending",
{"Attack & Defend",
"attacking defending",
"term",
"Attacking: send garbage lines to your opponent by clearing lines.\nDefending: after your opponent send you lines, you offset this garbage by clearing lines.\nCounter attack: Send attack back at your opponent after offsetting incoming garbage, or taking the hit then attack back.\nIn most games, garbage offsetting is 1:1, i.e. one attack offsets one incoming garbage.",
@@ -699,9 +699,9 @@ return{
"The delay between the start of a line clear animation to the spawn of the next piece.",
},
{"Death ARE",
"death are delay",
"death are delay die",
"term",
"\nOriginal idea by Not-A-Normal-Bot",--TODO
"(Techmino exclusive) When the spawn location of the next piece is blocked by an existing block in the field, a delay will be added in addition to the spawn ARE, and this delay is referred to as the Death ARE. This mechanism can be used along with IHS and IRS to prevent death. \nOriginal idea by Not-A-Normal-Bot",
},
{"Finesse",
"finesse",

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@@ -295,57 +295,57 @@ return{
{"LPM",
"lpm sudu",
"term",
"Line per Minute\n行每分,体现玩家下块速度。\n\n不同游戏中显示的LPM算法可能不一样例如TO中的LPM是用PPS换算的每1PPS=24LPM忽略掉了垃圾行的影响不再是字面意思本游戏中使用L'PM代表这种换算后LPM",
"Line Per Minute\n行每分,体现玩家下块速度。\n\n不同游戏中显示的LPM算法可能不一样例如TO中的LPM是用PPS换算的每1PPS=24LPM忽略掉了垃圾行的影响不再是字面意思本游戏中使用L'PM代表这种换算后LPM",
},
{"PPS",
"pps sudu",
"term",
"Piece per Second\n块每秒,体现玩家下块速度。",
"Piece Per Second\n块每秒,体现玩家下块速度。",
},
{"BPM",
"bpm sudu",
"term",
"Block per Minute\n块每分,体现玩家下块速度\n别问为什么不是PPM问就是不知道",
"Block Per Minute\n块每分,体现玩家下块速度\n又称PPMPiece Per Minute",
},
{"KPM",
"kpm sudu",
"term",
"Key per Minute\n按键每分,体现玩家按键速度。",
"Key Per Minute\n按键每分,体现玩家按键速度。",
},
{"KPP",
"kpp anjian",
"term",
"Key per Piece\n按键每块,体现玩家操作是否繁琐。\n学会极简提升操作效率以减少此数字。",
"Key Per Piece\n按键每块,体现玩家操作是否繁琐。\n学会极简提升操作效率以减少此数字。",
},
{"APM",
"apm attack gongji",
"term",
"Attack per Minute\n攻击每分,即玩家每分钟能打出的垃圾行数。\n一定程度体现玩家攻击力。",
"Attack Per Minute\n攻击每分,即玩家每分钟能打出的垃圾行数。\n一定程度体现玩家攻击力。",
},
{"SPM",
"spm send gongji",
"term",
"Send per Minute\n送出每分,即玩家每分钟实际打出去给对手的垃圾行数。\n一定程度体现玩家给对手实际造成的攻击力。",
"Send Per Minute\n送出每分,即玩家每分钟实际打出去给对手的垃圾行数。\n一定程度体现玩家给对手实际造成的攻击力。",
},
{"DPM",
"dpm dig defend",
"term",
"Dig/Defend per Minute\n挖掘每分,即玩家每分钟向下挖掘的垃圾行数。\n某些时候可以体现玩家生存能力。\n\n或:防御(抵消+挖掘)每分。",
"Dig/Defend Per Minute\n挖掘每分,即玩家每分钟向下挖掘的垃圾行数。\n某些时候可以体现玩家生存能力。\n\n或:防御(抵消+挖掘)每分。",
},
{"RPM",
"rpm receive jieshou",
"term",
"Receive per Minute\n接收每分,即玩家每分钟收到来自对手的垃圾行数。\n一定程度体现玩家被对手施加的压力。",
"Receive Per Minute\n接收每分,即玩家每分钟收到来自对手的垃圾行数。\n一定程度体现玩家被对手施加的压力。",
},
{"ADPM",
"adpm attack defend vs",
"term",
"Atk+Dig per Minute\n攻击+挖掘每分用于在同一局游戏内对比玩家间水平差距比APM更准确一些。在TETR.IO中叫VS的数据就是ADPM调整过比例具体是Atk + Dig per 100s",
"Atk+Dig Per Minute\n攻击+挖掘每分用于在同一局游戏内对比玩家间水平差距比APM更准确一些。在TETR.IO中叫VS的数据就是ADPM调整过比例具体是Atk + Dig per 100s",
},
{"APL",
"apl xiaolv",
"term",
"Attack per Line\n攻击每行,也叫效率,体现玩家攻击的行利用率。",
"Attack Per Line\n攻击每行,也叫效率,体现玩家攻击的行利用率。",
},
--术语(消除名)

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@@ -1,6 +1,23 @@
return{
fallback='en',
loadText={
loadSFX="#!#",
loadSample="#~#",
loadVoice="#<()==)#",
loadFont="#Aa#",
loadModeIcon="#[ ]#",
loadMode="#[…]#",
loadOther="#…#",
finish="□→",
},
sureQuit="←□",
sureReset="□R",
newDay="→→!→→",
playedLong="→→→→!, XX□XX!",
playedTooMuch="→→→→→→→→→→→!, XX□XX!!!!!!!",
atkModeName={"?","( )","!","←→"},
royale_remain="$1 ~",
cmb={nil,"!","!!","!!!","!!!!","!!!!!","!!!!!!","!!!!!!!","!!!!!!!!","!!!!!!!!!","!!!!!!!!!!","!!!!!!!!!!!","!!!!!!!!!!!!","!!!!!!!!!!!!!","!!!!!!!!!!!!!!","!!!!!!!!!!!!!!!","!!!!!!!!!!!!!!!!","!!!!!!!!!!!!!!!!!","!!!!!!!!!!!!!!!!!!","!!!!!!!!!!!!!!!!!!!","!!!!!!!!!!!!!!!!!!!!",},
@@ -97,12 +114,15 @@ return{
"□!!~~~,□□□□X",
"□!!==*/*/*/*/*~",
"",
"Powered by LÖVE",
"Any suggestions or bug reports are appreciated!",
"Make sure to only obtain the game from official sources;",
"We can't make sure you're safe if you got it elsewhere.",
"The author is not responsible for any modified binaries.",
"While the game is free, donations are appreciated."
"!! LÖVE !!",
"(≡≡≡)/(XXX↑↑) : )",
"↓↓[=]↓↓ OK!",
"↓↓……↓↓(!!!)",
"MrZ XXX A→B",
"",
"□$X, ↑$↑ XD!",
"WeChat, AliPay XXX,",
"Patreon : )",
},
WidgetText={
main={