好像已经做完了英语翻译
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languages/en.js
118
languages/en.js
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@ -61,46 +61,47 @@
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drum: tp`Plus a drumming sound is made when Orbs are moved`,
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drum: tp`Plus a drumming sound is made when Orbs are moved`,
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auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
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auto_path: tp`Shows 3 combo path (Norm. Dungeon & 3 linked Orbs only)`,
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board7x6: tp`[${'icon'}7x6 board]`,
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board7x6: tp`[${'icon'}7x6 board]`,
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counter_attack: tp`When attacked by an ${'target'}, ${'prob'}${'value'} ${'attr'} ${'icon'}counterattack`,
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counter_attack: tp`When attacked by an ${'target'}, ${'chance'}${'value'} ${'attr'} ${'icon'}counterattack`,
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change_orbs: tp`Changes ${'from'} to ${'to'}`,
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change_orbs: tp`Changes ${'from'} to ${'to'}`,
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generate_orbs: tp`${'exclude'}生成${'orbs'}各${'value'}个`,
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generate_orbs: tp`Creates ${'value'} ${'orbs'} each at random ${'exclude'}`,
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fixed_orbs: tp`Changes the ${'position'} to ${'orbs'}`,
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fixed_orbs: tp`Changes the ${'position'} to ${'orbs'}`,
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orb_drop_increase: tp`${'orbs'}的掉落率提高到${'value'}`,
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orb_drop_increase: tp`Increases the skyfall of ${'orbs'} to ${'value'}`,
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orb_drop_increase_flag: tp`${'value'}掉落${'flag'}${'orbs'}`,
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orb_drop_increase_flag: tp`${'orbs'} skyfall ${'chance'}${'flag'}`,
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attr_absorb: tp`${'icon'}属性吸收`,
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orb_drop_increase_chance: tp`by ${'value'}`,
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combo_absorb: tp`${'icon'}连击吸收`,
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attr_absorb: tp`${'icon'}Attribute absorption`,
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damage_absorb: tp`${'icon'}伤害吸收`,
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combo_absorb: tp`${'icon'}Combo absorption`,
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damage_void: tp`${'icon'}伤害无效`,
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damage_absorb: tp`${'icon'}Damage absorption`,
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void_enemy_buff: tp`敌人的 ${'buff'} 无效化`,
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damage_void: tp`${'icon'}Damage void`,
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change_attribute: tp`将${'target'}变为${'attrs'}`,
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void_enemy_buff: tp`Voids enemies' ${'buff'}`,
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set_orb_state_enhanced: tp`${'icon'}强化${'orbs'}(每颗宝珠效力增加${'value'})`,
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change_attribute: tp`${'target'} Att. changes to ${'attrs'}`,
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set_orb_state_locked: tp`将${'orbs'}${'icon'}锁定${'value'}`,
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set_orb_state_enhanced: tp`${'orbs'} ${'icon'}enhanced (${'value'} per orb)`,
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set_orb_state_locked: tp`${'icon'}Locks ${'value'}${'orbs'}`,
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set_orb_state_unlocked: tp`${'icon'}Unlocks all orbs`,
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set_orb_state_unlocked: tp`${'icon'}Unlocks all orbs`,
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set_orb_state_bound: tp`${'orbs'} are unmatchable`,
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set_orb_state_bound: tp`${'orbs'} are unmatchable`,
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rate_multiply: tp`作为队长进入地下城时,${'rate'}变为${'value'}`,
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rate_multiply: tp`${'rate'} ${'value'} when entering as leader`,
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rate_multiply_drop: tp`${'icon'}怪物蛋掉落率`,
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rate_multiply_drop: tp`${'icon'}Drop rate`,
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rate_multiply_coin: tp`${'icon'}金币掉落率`,
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rate_multiply_coin: tp`${'icon'}Coins`,
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rate_multiply_exp: tp`${'icon'}等级经验倍率`,
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rate_multiply_exp: tp`${'icon'}Rank EXP`,
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reduce_damage: tp`${'condition'}Reduces${'attrs'} damage taken by ${'value'}`,
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reduce_damage: tp`${'condition'}Reduces${'attrs'} damage taken by ${'value'}`,
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power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
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power_up: tp`${'condition'}${'targets'}${'value'}${'reduceDamage'}${'addCombo'}${'followAttack'}`,
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power_up_targets: tp`${'attrs'}${'types'}'s `,
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power_up_targets: tp`${'attrs'}${'types'}'s `,
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henshin: tp`Transforms into ${'card'}`,
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henshin: tp`Transforms into ${'card'}`,
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void_poison: tp`消除${'poison'}时不会受到毒伤害`,
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void_poison: tp`Voids ${'poison'} damage`,
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skill_proviso: tp`${'condition'}才能发动后续效果`,
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skill_proviso: tp`The follow-up effect can only be initiated ${'condition'}`,
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},
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},
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power: {
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power: {
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unknown: tp`[ Unkonwn power up: ${'type'} ]`,
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unknown: tp`[ Unkonwn power up: ${'type'} ]`,
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scale_attributes: tp`${'orbs'}中${'min'}种属性同时攻击时${'stats'}${'bonus'}`,
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scale_attributes: tp`When matching ${'min'} attr. of ${'orbs'} ${'stats'}${'bonus'}`,
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scale_attributes_bonus: tp`,每多1种${'bonus'},最大${'max'}种时${'stats_max'}`,
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scale_attributes_bonus: tp`, ${'bonus'} per attr. additional, up to ${'stats_max'} for ${'max'} attr.`,
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scale_combos: tp`${'min'}连击以上时${'stats'}${'bonus'}`,
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scale_combos: tp`When ${'min'} combos ${'stats'}${'bonus'}`,
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scale_combos_bonus: tp`,每多1连击${'bonus'},最大${'max'}连击时${'stats_max'}`,
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scale_combos_bonus: tp`, ${'bonus'} per combos additional, up to ${'stats_max'} for ${'max'} combos`,
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scale_match_attrs: tp`${'matches'}中${'min'}串匹配时${'stats'}${'bonus'}`,
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scale_match_attrs: tp`When matching ${'min'} combos in [${'matches'}] ${'stats'}${'bonus'}`,
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scale_match_attrs_bonus: tp`,每多1串${'bonus'},最大${'max'}串时${'stats_max'}`,
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scale_match_attrs_bonus: tp`, ${'bonus'} per matches additional,up to ${'stats_max'} for ${'max'} matches`,
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scale_match_length: tp`${'in_once'}相连消除${'min'}个${'orbs'}时${'stats'}${'bonus'}`,
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scale_match_length: tp`${'in_once'}When matching ${'min'} of ${'orbs'} ${'in_once'}${'stats'}${'bonus'}`,
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scale_match_length_bonus: tp`,每多1个${'bonus'},最大${'max'}个时${'stats_max'}`,
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scale_match_length_bonus: tp`, ${'bonus'} per orbs additional,up to ${'stats_max'} for ${'max'} orbs`,
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scale_cross: tp`每以十字形式消除5个${'orbs'}1次时${'stats'}`,
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scale_cross: tp`When matching each cross of 5 ${'orbs'} ${'stats'}`,
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scale_cross_single: tp`以十字形式消除5个${'orbs'}时${'stats'}`,
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scale_cross_single: tp`When matching a cross of 5 ${'orbs'} ${'stats'}`,
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scale_state_kind_count: tp`以队伍中${'awakenings'}${'attrs'}${'types'}的数量提升,每个${'stats'}`,
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scale_state_kind_count: tp`${'stats'} for each ${'awakenings'}${'attrs'}${'types'} in team`,
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},
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},
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cond: {
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cond: {
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unknown: tp`[ Unknown condition ]`,
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unknown: tp`[ Unknown condition ]`,
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@ -171,18 +172,18 @@
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turns: tp` turns`,
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turns: tp` turns`,
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},
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},
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word: {
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word: {
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comma: tp`, `, //逗号
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comma: tp`, `,
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slight_pause: tp`, `, //顿号
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slight_pause: tp`, `,
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range_hyphen: tp`~`, //范围连字符
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range_hyphen: tp`~`,
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in_once: tp`in onece`,
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in_once: tp`in onece `,
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evo_type_pixel: tp`Pixel Evo`,
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evo_type_pixel: tp`Pixel Evo`,
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evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
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evo_type_reincarnation: tp`Reinc. or Super Reinc. Evo`,
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evo_type_unknow: tp`Unknown Evo`,
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evo_type_unknow: tp`Unknown Evo`,
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affix_attr: tp`${'cotent'} attr.`, //词缀-属性
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affix_attr: tp`${'cotent'} attr.`,
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affix_orb: tp`${'cotent'} orbs`, //词缀-宝珠
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affix_orb: tp`${'cotent'} orbs`,
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affix_type: tp`${'cotent'} types`, //词缀-类型
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affix_type: tp`${'cotent'} types`,
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affix_awakening: tp`${'cotent'} awoken`, //词缀-觉醒
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affix_awakening: tp`${'cotent'} awoken`,
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affix_exclude: tp`exclude ${'cotent'}`, //词缀-属性
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affix_exclude: tp`, exclude ${'cotent'}`,
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},
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},
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attrs: {
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attrs: {
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[0]: tp`${'icon'}Fire`,
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[0]: tp`${'icon'}Fire`,
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@ -232,47 +233,6 @@
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[15]: tp`${'icon'}Redeemable`,
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[15]: tp`${'icon'}Redeemable`,
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},
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},
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},
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},
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/*skill_parse: {
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skill: {
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unknown: ()=>`Unknown skill type.`,
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active_turns: (turns, activeElement)=> [activeElement,`, for ${turns} turns.`],
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random_skills: (skillList)=>[`Activates these random skills:`, skillList],
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delay: ()=> `Delays enemies' next move`,
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mass_attack: ()=> `plus Mass Attack`,
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leader_change: ()=> `Switches places with Leader Monster; use again to switch back`,
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no_skyfall: ()=> `No Skyfall Combos`,
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heal: (valueElement)=> [`Recovers `, valueElement, ` as HP`],
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defense_break: (valueElement)=> [`Reduce enemies' defense by `, valueElement],
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poison: (valueElement)=> [`Poisons all enemies, inflict damage equal to `, valueElement, ` every turn`],
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time_extend: (valueElement)=> [`Orb move time `, valueElement],
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follow_attack: (valueElement)=> [`Inflicts a bonus attack equal to `, valueElement, ` when matching Orbs`],
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auto_heal: (valueElement)=> [`Heals HP equal to `, valueElement, ` when matching Orbs`],
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ctw: (valueElement)=> [`Move Orbs freely for `, valueElement],
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gravity: (valueElement)=> [`Reduces enemies's `, valueElement],
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resolve: (stats, valueElement, probability)=> [probability<100 ? `There's a ${probability}% chance, `:'',`May leave you with 1 HP in a single hit reduced to 0, when your `, stats, ` is ≧` ,valueElement],
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},
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value: {
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unknown: (type)=>`[ unknown value: ${type}]`,
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mul: (value, showPercent) => showPercent ? `${(value * 100).keepCounts()}%` : `${value.keepCounts()}x`,
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const: (value, unit)=> `${value}${unit ? ` ${unit}` : ''}`,
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mul_maxhp: (value, stats, showPercent) => showPercent ? [`${(value * 100).keepCounts()}% of `, stats] : [stats,` ${value.keepCounts()}x`],
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mul_hp: (value, stats, showPercent) => showPercent ? [`${(value * 100).keepCounts()}% of `, stats] : [stats,` ${value.keepCounts()}x`],
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mul_atk: (value, stats, showPercent) => showPercent ? [`${(value * 100).keepCounts()}% of `, stats] : [stats,` ${value.keepCounts()}x`],
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mul_rcv: (value, stats, showPercent) => showPercent ? [`${(value * 100).keepCounts()}% of `, stats] : [stats,` ${value.keepCounts()}x`],
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},
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stats: {
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unknown: (type)=>`[ unknown stats: ${type}]`,
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maxhp: ()=>`Max HP`,
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hp: (enemy)=>`${enemy?`remaining`:`own`} HP`,
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atk: (enemy)=>`${enemy?`remaining`:`own`} ATK`,
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rcv: (enemy)=>`${enemy?`remaining`:`own`} RCV`,
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teamatk: ()=>`Team ATK`,
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teamrcv: ()=>`Team RCV`,
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},
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unit: {
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seconds : `sec`,
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},
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},*/
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}
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}
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deepMerge(localTranslating, _localTranslating);
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deepMerge(localTranslating, _localTranslating);
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localisation(localTranslating);
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localisation(localTranslating);
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@ -75,12 +75,12 @@ let localTranslating = {
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drum: tp`宝珠移动和消除的声音变成太鼓达人的音效`,
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drum: tp`宝珠移动和消除的声音变成太鼓达人的音效`,
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auto_path: tp`显示3连击的转珠路径(只匹配3珠,并只适用于普通地下城)`,
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auto_path: tp`显示3连击的转珠路径(只匹配3珠,并只适用于普通地下城)`,
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board7x6: tp`【${'icon'}7×6版面】`,
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board7x6: tp`【${'icon'}7×6版面】`,
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counter_attack: tp`受到${'target'}攻击时,${'prob'}进行受到伤害${'value'}的${'attr'}${'icon'}反击`,
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counter_attack: tp`受到${'target'}攻击时,${'chance'}进行受到伤害${'value'}的${'attr'}${'icon'}反击`,
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change_orbs: tp`${'from'}→${'to'}`,
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change_orbs: tp`${'from'}→${'to'}`,
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generate_orbs: tp`${'exclude'}生成${'orbs'}各${'value'}个`,
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generate_orbs: tp`${'exclude'}生成${'orbs'}各${'value'}个`,
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fixed_orbs: tp`在${'position'}产生${'orbs'}`,
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fixed_orbs: tp`在${'position'}产生${'orbs'}`,
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orb_drop_increase: tp`${'orbs'}的掉落率提高到${'value'}`,
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orb_drop_increase: tp`${'orbs'}的掉落率提高到${'value'}`,
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orb_drop_increase_flag: tp`${'value'}掉落${'flag'}${'orbs'}`,
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orb_drop_increase_flag: tp`${'chance'}掉落${'flag'}${'orbs'}`,
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attr_absorb: tp`${'icon'}属性吸收`,
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attr_absorb: tp`${'icon'}属性吸收`,
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combo_absorb: tp`${'icon'}连击吸收`,
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combo_absorb: tp`${'icon'}连击吸收`,
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damage_absorb: tp`${'icon'}伤害吸收`,
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damage_absorb: tp`${'icon'}伤害吸收`,
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@ -902,7 +902,7 @@ const parsers = {
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];
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];
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},
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},
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[152](attrs, count) { return setOrbState(flags(attrs), 'locked', {count: v.constant(count)}); },
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[152](attrs, count) { return setOrbState(flags(attrs), 'locked', {count: v.constant(count)}); },
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[153](attr) { return changeAttr('opponent', attr); },
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[153](attr, _) { return changeAttr('opponent', attr); },
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[154](from, to) { return changeOrbs(fromTo(flags(from), flags(to))); },
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[154](from, to) { return changeOrbs(fromTo(flags(from), flags(to))); },
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[155](attrs, types, hp, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv }), c.multiplayer()); },
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[155](attrs, types, hp, atk, rcv) { return powerUp(flags(attrs), flags(types), p.mul({ hp, atk, rcv }), c.multiplayer()); },
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[156](turns, awoken1, awoken2, awoken3, type, mul) {
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[156](turns, awoken1, awoken2, awoken3, type, mul) {
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@ -1547,7 +1547,7 @@ function renderSkill(skill, option = {})
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dict = {
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dict = {
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icon: createIcon(skill.kind),
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icon: createIcon(skill.kind),
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target: tsp.target.enemy(),
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target: tsp.target.enemy(),
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prob: prob.value < 1 ? tsp.value.prob({value: renderValue(prob, { percent:true })}) : null,
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chance: prob.value < 1 ? tsp.value.prob({value: renderValue(prob, { percent:true })}) : null,
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value: renderValue(value),
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value: renderValue(value),
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attr: renderAttrs(attr, {affix: true}),
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attr: renderAttrs(attr, {affix: true}),
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};
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};
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}
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}
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case SkillKinds.OrbDropIncrease: { //增加天降
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case SkillKinds.OrbDropIncrease: { //增加天降
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let attrs = skill.attrs, value = skill.value, flag = skill.flag;
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let attrs = skill.attrs, value = skill.value, flag = skill.flag;
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dict = {
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dict = {
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value: value && renderValue(value, {percent: true}) || null,
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chance: value && tsp.value.prob({
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value: renderValue(value, {percent: true})
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}) || null,
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orbs: renderOrbs(attrs, {className: "drop", affix: true}),
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orbs: renderOrbs(attrs, {className: "drop", affix: true}),
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flag: flag && tsp.orbs[flag]({icon: createIcon("orb-" + flag)}) || null,
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flag: flag && tsp.orbs[flag]({icon: createIcon("orb-" + flag)}) || null,
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};
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};
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break;
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break;
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}
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}
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case SkillKinds.ChangeAttribute: {
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case SkillKinds.ChangeAttribute: {
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let attrs = skill.attrs, target = skill.target;
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let attr = skill.attr, target = skill.target;
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dict = {
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dict = {
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attrs: renderAttrs(attrs, {affix: true}),
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attrs: renderAttrs(attr, {affix: true}),
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target: target === 'opponent' ? tsp.target.enemy_all() : tsp.target.self(),
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target: target === 'opponent' ? tsp.target.enemy_all() : tsp.target.self(),
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};
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};
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frg.ap(tsp.skill.change_attribute(dict));
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frg.ap(tsp.skill.change_attribute(dict));
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