diff --git a/parts/language/dict_en.lua b/parts/language/dict_en.lua index 0dd2dc2f..3f3364b6 100644 --- a/parts/language/dict_en.lua +++ b/parts/language/dict_en.lua @@ -788,6 +788,11 @@ return{ "term", "Vibrate your finger on the controller to achieve faster sideways movement speed than holding it.\nIt is most commonly used on classic Tetris where DAS is rather slow. In most cases, you do not need to hypertap in modern Tetris games, because their DAS is often fast enough.", }, + {"Passthrough", + "passthrough pingthrough", + "term", + "",--TODO + }, {"Tetris OL attack", "top tetrisonlineattack", "term", diff --git a/parts/language/dict_zh.lua b/parts/language/dict_zh.lua index 873b65f9..fd306730 100644 --- a/parts/language/dict_zh.lua +++ b/parts/language/dict_zh.lua @@ -809,6 +809,11 @@ return{ "term", "快速震动手指,实现比长按更快速+灵活的高速单点移动,主要在经典块的高难度下(因为das不可调而且特别慢,高速下很容易md导致失败,此时手动连点就比自动移动更快)或者受特殊情况限制不适合用自动移动时使用。会使用这个技术的人称为“Hypertapper”。", }, + {"穿透 Passthrough", + "穿透 passthrough pingthrough", + "term", + "(攻击)穿透,指双方的攻击明明时间上很接近但没有抵消,互相都收到的现象。\nTETR.IO中自定义房间如果开启passthrough规则(曾经天梯默认开启),那么对手消行攻击的瞬间能看到自己的红条出现但其处于“无敌时间”内,不会触发也不能抵消,此时你的攻击会直接打给对手。(应该是给攻击的飞行动画预留时间,同时也让玩家能反应过来并主动选择要不要抵消,要的话就再等一会)\n另有pingthrough的说法,最终效果同passthrough,只是根本原因是不可避免的网络传输延迟。设计比较简单的联网对战块没有特殊考虑的话可能自然就会带有这个机制。", + }, {"TOP攻击表", "攻击表 top attack", "term",