From 13191ab7a793da94c67b38b69b42a63517a8d9d8 Mon Sep 17 00:00:00 2001 From: cornerloan Date: Thu, 1 May 2025 21:29:54 -0700 Subject: [PATCH 1/6] Initial Enemy hp changes --- Scenes/Puppets/Enemies/BossBlood/P_BossBlood.cs | 2 +- Scenes/Puppets/Enemies/Parasifly/P_Parasifly.cs | 4 ++-- Scenes/Puppets/Enemies/TheGWS/P_TheGWS.cs | 2 +- 3 files changed, 4 insertions(+), 4 deletions(-) diff --git a/Scenes/Puppets/Enemies/BossBlood/P_BossBlood.cs b/Scenes/Puppets/Enemies/BossBlood/P_BossBlood.cs index 38f7e712..ff7dfc55 100644 --- a/Scenes/Puppets/Enemies/BossBlood/P_BossBlood.cs +++ b/Scenes/Puppets/Enemies/BossBlood/P_BossBlood.cs @@ -8,8 +8,8 @@ public partial class P_BossBlood : EnemyPuppet public override void _Ready() { - CurrentHealth = 100; MaxHealth = 100; + CurrentHealth = MaxHealth; BaseMoney = 15; base._Ready(); var enemTween = CreateTween(); diff --git a/Scenes/Puppets/Enemies/Parasifly/P_Parasifly.cs b/Scenes/Puppets/Enemies/Parasifly/P_Parasifly.cs index 34f3b47b..ece8df4d 100644 --- a/Scenes/Puppets/Enemies/Parasifly/P_Parasifly.cs +++ b/Scenes/Puppets/Enemies/Parasifly/P_Parasifly.cs @@ -8,8 +8,8 @@ public partial class P_Parasifly : EnemyPuppet public override void _Ready() { - CurrentHealth = 50; - MaxHealth = 50; + MaxHealth = 25; + CurrentHealth = MaxHealth; BaseMoney = 5; base._Ready(); var enemTween = CreateTween(); diff --git a/Scenes/Puppets/Enemies/TheGWS/P_TheGWS.cs b/Scenes/Puppets/Enemies/TheGWS/P_TheGWS.cs index 034251db..867969bf 100644 --- a/Scenes/Puppets/Enemies/TheGWS/P_TheGWS.cs +++ b/Scenes/Puppets/Enemies/TheGWS/P_TheGWS.cs @@ -7,8 +7,8 @@ public partial class P_TheGWS : EnemyPuppet public override void _Ready() { - CurrentHealth = 75; MaxHealth = 75; + CurrentHealth = MaxHealth; BaseMoney = 10; base._Ready(); var enemTween = CreateTween(); From 87a048622603d88b03eea09ef2e016f92d23d81e Mon Sep 17 00:00:00 2001 From: cornerloan Date: Fri, 2 May 2025 20:42:00 -0700 Subject: [PATCH 2/6] General ~4x health and damage across the board In order to make notes feel more unique than the 1 damage they were initially dealing, I had to give them more unique values. Generally this means that I multiplied all the values by ~4. This includes player health, enemy health, player damage, and enemy damage. --- Globals/Scribe.cs | 18 +++++++++--------- .../Puppets/Enemies/BossBlood/P_BossBlood.cs | 4 ++-- .../Puppets/Enemies/Parasifly/P_Parasifly.cs | 2 +- Scenes/Puppets/Enemies/TheGWS/P_TheGWS.cs | 2 +- Scenes/Puppets/Scripts/PlayerStats.cs | 4 ++-- 5 files changed, 15 insertions(+), 15 deletions(-) diff --git a/Globals/Scribe.cs b/Globals/Scribe.cs index e15a8b97..a19747ba 100644 --- a/Globals/Scribe.cs +++ b/Globals/Scribe.cs @@ -19,7 +19,7 @@ public partial class Scribe : Node "Basic enemy note, deals damage to player.", null, null, - 1, + 4, (director, note, timing) => { int dmg = (3 - (int)timing) * note.GetBaseVal(); @@ -32,7 +32,7 @@ public partial class Scribe : Node "Basic player note, deals damage to enemy.", GD.Load("res://Classes/Notes/Assets/Note_PlayerBasic.png"), null, - 1, + 4, (director, note, timing) => { if (timing == Timing.Miss) @@ -46,7 +46,7 @@ public partial class Scribe : Node "Basic player note, deals double damage to enemy.", GD.Load("res://Classes/Notes/Assets/Note_PlayerDouble.png"), null, - 2, + 8, (director, note, timing) => { if (timing == Timing.Miss) @@ -60,7 +60,7 @@ public partial class Scribe : Node "Basic player note, heals player.", GD.Load("res://Classes/Notes/Assets/Note_PlayerHeal.png"), null, - 1, + 4, (director, note, timing) => { if (timing == Timing.Miss) @@ -74,7 +74,7 @@ public partial class Scribe : Node "Steals health from enemy.", GD.Load("res://Classes/Notes/Assets/Note_PlayerVampire.png"), null, - 1, + 3, (director, note, timing) => { if (timing == Timing.Miss) @@ -90,7 +90,7 @@ public partial class Scribe : Node "Basic note at a quarter of the cost.", GD.Load("res://Classes/Notes/Assets/Note_PlayerQuarter.png"), null, - 1, + 2, (director, note, timing) => { if (timing == Timing.Miss) @@ -119,7 +119,7 @@ public partial class Scribe : Node "Deals damage to all enemies.", GD.Load("res://Classes/Notes/Assets/Note_PlayerExplosive.png"), null, - 1, + 4, (director, note, timing) => { if (timing == Timing.Miss) @@ -135,13 +135,13 @@ public partial class Scribe : Node "Deals more damage with each loop.", GD.Load("res://Classes/Notes/Assets/Note_PlayerEcho.png"), null, - 1, + 4, (director, note, timing) => { if (timing == Timing.Miss) return; director.DealDamage(note, (int)timing * note.GetBaseVal(), director.Player); - note.SetBaseVal(note.GetBaseVal() + 1); + note.SetBaseVal(note.GetBaseVal() + 2); } ), new Note( diff --git a/Scenes/Puppets/Enemies/BossBlood/P_BossBlood.cs b/Scenes/Puppets/Enemies/BossBlood/P_BossBlood.cs index ff7dfc55..eceef297 100644 --- a/Scenes/Puppets/Enemies/BossBlood/P_BossBlood.cs +++ b/Scenes/Puppets/Enemies/BossBlood/P_BossBlood.cs @@ -8,7 +8,7 @@ public partial class P_BossBlood : EnemyPuppet public override void _Ready() { - MaxHealth = 100; + MaxHealth = 500; //set to 500 for now, but we might lower this once proper boss mechanics are added CurrentHealth = MaxHealth; BaseMoney = 15; base._Ready(); @@ -25,7 +25,7 @@ public override void _Ready() new EnemyEffect( this, BattleEffectTrigger.OnLoop, - 5, + 20, (e, eff, val) => { eff.Owner.Heal(val); diff --git a/Scenes/Puppets/Enemies/Parasifly/P_Parasifly.cs b/Scenes/Puppets/Enemies/Parasifly/P_Parasifly.cs index ece8df4d..ed783142 100644 --- a/Scenes/Puppets/Enemies/Parasifly/P_Parasifly.cs +++ b/Scenes/Puppets/Enemies/Parasifly/P_Parasifly.cs @@ -8,7 +8,7 @@ public partial class P_Parasifly : EnemyPuppet public override void _Ready() { - MaxHealth = 25; + MaxHealth = 100; CurrentHealth = MaxHealth; BaseMoney = 5; base._Ready(); diff --git a/Scenes/Puppets/Enemies/TheGWS/P_TheGWS.cs b/Scenes/Puppets/Enemies/TheGWS/P_TheGWS.cs index 867969bf..9cf5845f 100644 --- a/Scenes/Puppets/Enemies/TheGWS/P_TheGWS.cs +++ b/Scenes/Puppets/Enemies/TheGWS/P_TheGWS.cs @@ -7,7 +7,7 @@ public partial class P_TheGWS : EnemyPuppet public override void _Ready() { - MaxHealth = 75; + MaxHealth = 300; CurrentHealth = MaxHealth; BaseMoney = 10; base._Ready(); diff --git a/Scenes/Puppets/Scripts/PlayerStats.cs b/Scenes/Puppets/Scripts/PlayerStats.cs index 78cd0653..59bf2a93 100644 --- a/Scenes/Puppets/Scripts/PlayerStats.cs +++ b/Scenes/Puppets/Scripts/PlayerStats.cs @@ -7,8 +7,8 @@ public partial class PlayerStats : Resource { public int Money = 0; - public int MaxHealth = 100; - public int CurrentHealth = 100; + public int MaxHealth = 400; + public int CurrentHealth = 400; public int MaxComboBar = 60; public int MaxComboMult = 25; public int NotesToIncreaseCombo = 4; From a8965b48f2056811e21214fc19ad734e31eeed62 Mon Sep 17 00:00:00 2001 From: cornerloan Date: Fri, 2 May 2025 22:14:04 -0700 Subject: [PATCH 3/6] massive quarter note buffs!!! --- Globals/Scribe.cs | 2 +- Scenes/Puppets/Enemies/BossBlood/P_BossBlood.cs | 2 +- Scenes/Puppets/Enemies/TheGWS/P_TheGWS.cs | 2 +- 3 files changed, 3 insertions(+), 3 deletions(-) diff --git a/Globals/Scribe.cs b/Globals/Scribe.cs index a19747ba..c0ec0d51 100644 --- a/Globals/Scribe.cs +++ b/Globals/Scribe.cs @@ -90,7 +90,7 @@ public partial class Scribe : Node "Basic note at a quarter of the cost.", GD.Load("res://Classes/Notes/Assets/Note_PlayerQuarter.png"), null, - 2, + 3, (director, note, timing) => { if (timing == Timing.Miss) diff --git a/Scenes/Puppets/Enemies/BossBlood/P_BossBlood.cs b/Scenes/Puppets/Enemies/BossBlood/P_BossBlood.cs index eceef297..632287ae 100644 --- a/Scenes/Puppets/Enemies/BossBlood/P_BossBlood.cs +++ b/Scenes/Puppets/Enemies/BossBlood/P_BossBlood.cs @@ -8,7 +8,7 @@ public partial class P_BossBlood : EnemyPuppet public override void _Ready() { - MaxHealth = 500; //set to 500 for now, but we might lower this once proper boss mechanics are added + MaxHealth = 225; CurrentHealth = MaxHealth; BaseMoney = 15; base._Ready(); diff --git a/Scenes/Puppets/Enemies/TheGWS/P_TheGWS.cs b/Scenes/Puppets/Enemies/TheGWS/P_TheGWS.cs index 9cf5845f..9f0e237d 100644 --- a/Scenes/Puppets/Enemies/TheGWS/P_TheGWS.cs +++ b/Scenes/Puppets/Enemies/TheGWS/P_TheGWS.cs @@ -7,7 +7,7 @@ public partial class P_TheGWS : EnemyPuppet public override void _Ready() { - MaxHealth = 300; + MaxHealth = 150; CurrentHealth = MaxHealth; BaseMoney = 10; base._Ready(); From f28e0012d7b79a76d0b282a919945789eb0d461b Mon Sep 17 00:00:00 2001 From: cornerloan Date: Sat, 3 May 2025 01:25:06 -0700 Subject: [PATCH 4/6] Player hp and relic balancing did not fix vinyl record double proccing boss effect --- Globals/Scribe.cs | 4 ++-- Globals/Translations/Translations.csv | 2 +- Scenes/Puppets/Scripts/PlayerStats.cs | 4 ++-- 3 files changed, 5 insertions(+), 5 deletions(-) diff --git a/Globals/Scribe.cs b/Globals/Scribe.cs index c0ec0d51..3d148317 100644 --- a/Globals/Scribe.cs +++ b/Globals/Scribe.cs @@ -268,7 +268,7 @@ public partial class Scribe : Node { new RelicEffect( BattleEffectTrigger.OnLoop, - 5, + 15, (e, self, val) => { e.BD.DealDamage(Targetting.First, val, null); @@ -279,7 +279,7 @@ public partial class Scribe : Node new RelicTemplate( 6, "Energy Drink", - "Take a chance to cool down and sip an energy drink to increase your max energy bar.", + "Take a chance to cool down and sip an energy drink to decrease energy costs.", Rarity.Common, GD.Load("res://Classes/Relics/Assets/Relic_EnergyDrink.png"), new RelicEffect[] diff --git a/Globals/Translations/Translations.csv b/Globals/Translations/Translations.csv index 042755e3..bce9cfa4 100644 --- a/Globals/Translations/Translations.csv +++ b/Globals/Translations/Translations.csv @@ -72,7 +72,7 @@ RELIC_CHIPS_TOOLTIP,"Hitting a note deals a bit of damage.","击中音符会造 RELIC_PAPERCUT_NAME,Paper Cut,纸割伤 RELIC_PAPERCUT_TOOLTIP,"Deals damage each riff.","每轮造成伤害" RELIC_ENERGYDRINK_NAME,Energy Drink,"能量饮料" -RELIC_ENERGYDRINK_TOOLTIP,"Take a chance to cool down and sip an energy drink to increase your max energy bar.","碰碰运气,喝一口能量饮料来冷静下来并增加你的最大能量条。" +RELIC_ENERGYDRINK_TOOLTIP,"Take a chance to cool down and sip an energy drink to decrease energy costs.","抓住机会冷静一下,喝一瓶能量饮料来降低能量消耗。" RELIC_BANDAGE_NAME,Bandage,"绷带" RELIC_BANDAGE_TOOLTIP,"A clean strip of cloth. Use it after a fight to patch up and feel better.","一块干净的布条,战斗后使用来包扎并恢复一些健康。" RELIC_MEDKIT_NAME,Medkit,"急救包" diff --git a/Scenes/Puppets/Scripts/PlayerStats.cs b/Scenes/Puppets/Scripts/PlayerStats.cs index 59bf2a93..1aa95970 100644 --- a/Scenes/Puppets/Scripts/PlayerStats.cs +++ b/Scenes/Puppets/Scripts/PlayerStats.cs @@ -7,8 +7,8 @@ public partial class PlayerStats : Resource { public int Money = 0; - public int MaxHealth = 400; - public int CurrentHealth = 400; + public int MaxHealth = 125; + public int CurrentHealth = 125; public int MaxComboBar = 60; public int MaxComboMult = 25; public int NotesToIncreaseCombo = 4; From 125ac233c25f3334a09224b20c57e769fb39a0f2 Mon Sep 17 00:00:00 2001 From: cornerloan Date: Sat, 3 May 2025 14:44:58 -0700 Subject: [PATCH 5/6] Changed riff wording to loop, updated vinyl record outline --- Classes/Relics/Assets/Relic_VinylRecord.png | Bin 768 -> 1223 bytes Globals/Scribe.cs | 8 +++--- Globals/Translations/Translations.csv | 28 ++++++++++---------- 3 files changed, 18 insertions(+), 18 deletions(-) diff --git a/Classes/Relics/Assets/Relic_VinylRecord.png b/Classes/Relics/Assets/Relic_VinylRecord.png index b72ab653e46f187abad2768b4deb7fa83aa62d60..f850c30a2a59e083f0016c944300a862dff32771 100644 GIT binary patch literal 1223 zcmeAS@N?(olHy`uVBq!ia0vp^3LwnE1|*BCs=fdz#^NA%Cx&(BWL^R}Ea{HEjtmSN z`?>!lvI6;>1s;*b3=DjSK$uZf!>a+Pp*=Gsq9nrC$0|8LS1&OoKPgqOBDVmjnt{Q_ zzM>#8IXksPAt^OIGtXB2{qFth3YjUk>fxro2EGN(sTr9bRYj@6RemAKRoTgwDeCri zyj(UFRzMSSQ%e#RDspr3imfVamB0pD0ofp7eI+}aqLehNAQv~N3Lwu`DWjyMz)D}g zyu4hm+*mKaC|%#s($Z4jz)0W7NEfI=x41H|B(Xv_uUHvsfJi^MBT&`V?*5(W8)NaQ$q`*G{Yn%sP!e8 zX$brCilM;(3=n;gjJ~0s0m#W9wv~TTW-8DXAS>+*ZNTy7=KNV@QPi(diqrq#Xs?{)e(Sxn7dgn<%O*ePyLb zYV$#rgmR{2k3{>XRUwsJ;p@I|1PKZ-l?vUkkPzZn5}BG@Y$Z567SL4WO=3J_RDssZN^2{UC*#EbIf7? z+Igm>r$YY5xf59rj=3Fxfo{rpRwC+(%YUrYFGSt{T_ttzhY>3eLM1% zWoOTX6BEw6EOS1jI^%RY(;<%&F0b60g?GqZ-O!OA(4Y09zxqvhrfcAnb=@;Gc5*0k zvNx=Lsru`&Tpz!mfa}Ctk1WdmAAH{7e~we$_8=z@!{0*w-D_>HESAz+_IzD@u*~r+ zwJkbRCiR89a{i!n>U7J?ZFhyvPie4rXR^1mDE#ng`}rID^{b^lXEj6|Qc-rleIQ(yk7u-p=~#OQ#!-29h9broCs4==9$KF8%) zh1!l3%>`2%vbS%YzDwPL!Di0fMSnl<&bDdu)@BXA(2#%0cFtTThEoxXdXASA3$ND5 zVDS94v#ptP!hyA0H(aw4{;zzM!BKTicBfH~p~10)&f~K_S8m*TE#+d}O14iXRe#w$ zd<6d7Z0}dn`m6O#GU_CQuCa>R3c(tS8B3D3&9*+s$#J$J|Ix);&loNh7oG_m^xsv*qWnW!WstXI*|#|2J|$)XFroC6ium z!=VF|h_RoqtW$<;!w37@GVxR6M#h4`VJzxC%(d~`jZ5Hg^UR!m$ zioIi&_YNQ1qm}(BTS}ivPLy19w^;Cg%7YWe4E>xU2Aj5CEAjsE`c3z1{(}o88;YDx zoo1WLz@w)=hpqiQ1J|qx_Zb2Xa2yacYB<6&@73j=*C*}#Obd-?bvf+($2d7=N6G|# R=L}G3;_2$=vd$@?2>?m3`kMd% delta 732 zcmV<20wev$34jKWFnZKWp1S7{;G-1x7==8LoBRk{Yym=#)SpwBT%k z5a^J6icb9$ner*@Az%#MY)EJ+v{2~aEl@;i(j0Va24hfA2m8Iex_^?2pGi91-SfM9 z-}@thn#zGZ^j!d=PJfjubJMa0oURH?umTy^8j=Gh1mgXW1An>eICsYI163oWc=(&2LSN%&y^FLKu84SgRlxrbJLj12VsJQAPO%ob29G8HsfFKuU>jE74}d$pFXuC%SR; z{d3TK+RXGbp9$YA2v_25Cp(t;KLA zw*Ux?>Y6e`0R&b70PObmECVvWKRd+%`}Xn0Yh8zC0)KeO2cDE%4QJ_EzNEW9J6+Rf zh_IUOgI_;FU3nD*0AMY-@o1{e^E^kM=Ne*T0Aw0k?-?QpAs~c6wvHsvi*76Ve}FPk zyt8!>0N~O44^}!aUACIPm1l&$`g69U{m;qnn(c0z)r15B4 zFi)SqDu0}m=4#@yW*`*zX){BA895>kY%Te)%p(;_)T(ZYzOON{{~c z-#OxDY;DDn0Q7d8UZ?s3Vjd_VnHQ68D_I@ghFsS*=PID=tph=`z|HySx%hGHy$`td zZJ*xs-U2Ab+%)&yh`d)a3Pl-+IYV@M&ee@&UR4UYDcqh+>i?R#K&mv@=+9{xjHkm|ef|UQvsoUc7&{yQ O0000("res://Classes/Relics/Assets/Relic_Auroboros.png"), new RelicEffect[] @@ -221,7 +221,7 @@ public partial class Scribe : Node new RelicTemplate( 3, "Colorboros", - "Taste the rainbow. Charges the freestyle bar every riff.", + "Taste the rainbow. Charges the freestyle bar every loop.", Rarity.Common, GD.Load("res://Classes/Relics/Assets/Relic_Colorboros.png"), new RelicEffect[] @@ -333,8 +333,8 @@ public partial class Scribe : Node new RelicTemplate( 9, "Vinyl Record", - "Right round, right round. All loop effects trigger twice.", - Rarity.Legendary, + "Right round, right round. Player and enemy loop effects trigger twice.", + Rarity.Epic, GD.Load("res://Classes/Relics/Assets/Relic_VinylRecord.png"), new RelicEffect[] { diff --git a/Globals/Translations/Translations.csv b/Globals/Translations/Translations.csv index bce9cfa4..54bd109f 100644 --- a/Globals/Translations/Translations.csv +++ b/Globals/Translations/Translations.csv @@ -40,45 +40,45 @@ END_SCREEN_RESTART,Restart,重新开始 BATTLE_ROOM_SKIP_BUTTON,Skip,跳过 BATTLE_ROOM_ACCEPT_BUTTON,Accept,接受 NOTE_ENEMYBASE_NAME,EnemyBase,敌人基地 -NOTE_ENEMYBASE_TOOLTIP,"Basic enemy note, deals damage to player.","基础敌人音符,对玩家造成伤害" +NOTE_ENEMYBASE_TOOLTIP,"Basic enemy note, deals damage to player.","基础敌人音符,对玩家造成伤害。" NOTE_PLAYERBASE_NAME,PlayerBase,玩家基地 -NOTE_PLAYERBASE_TOOLTIP,"Basic player note, deals damage to enemy.","基础玩家音符,对敌人造成伤害" +NOTE_PLAYERBASE_TOOLTIP,"Basic player note, deals damage to enemy.","基础玩家音符,对敌人造成伤害。" NOTE_PLAYERDOUBLE_NAME,PlayerDouble,玩家双击 -NOTE_PLAYERDOUBLE_TOOLTIP,"Basic player note, deals double damage to enemy.","基础玩家音符,对敌人造成双倍伤害" +NOTE_PLAYERDOUBLE_TOOLTIP,"Basic player note, deals double damage to enemy.","基础玩家音符,对敌人造成双倍伤害。" NOTE_PLAYERHEAL_NAME,PlayerHeal,玩家治愈 -NOTE_PLAYERHEAL_TOOLTIP,"Basic player note, heals player.","基础玩家音符,治愈玩家" +NOTE_PLAYERHEAL_TOOLTIP,"Basic player note, heals player.","基础玩家音符,治愈玩家。" NOTE_PLAYERVAMPIRE_NAME,PlayerVampire,玩家吸血 -NOTE_PLAYERVAMPIRE_TOOLTIP,"Steals health from enemy.","从敌人吸取生命值" +NOTE_PLAYERVAMPIRE_TOOLTIP,"Steals health from enemy.","从敌人吸取生命值。" NOTE_PLAYERQUARTER_NAME,PlayerQuarter,玩家一分之一 -NOTE_PLAYERQUARTER_TOOLTIP,"Basic note at a quarter of the cost.","以四分之一的耗费时间量发出基础音符" +NOTE_PLAYERQUARTER_TOOLTIP,"Basic note at a quarter of the cost.","以四分之一的耗费时间量发出基础音符。" NOTE_PLAYERBLOCK_NAME,PlayerBlock,玩家格挡 NOTE_PLAYERBLOCK_TOOLTIP,"Gives player one charge of block.","给予玩家一层格挡充能。" NOTE_PLAYEREXPLOSIVE_NAME,PlayerExplosive,玩家炸药 -NOTE_PLAYEREXPLOSIVE_TOOLTIP,"Deals damage to all enemies.","对所有敌人造成伤害" +NOTE_PLAYEREXPLOSIVE_TOOLTIP,"Deals damage to all enemies.","对所有敌人造成伤害。" NOTE_PLAYERECHO_NAME,PlayerEcho,玩家回声 -NOTE_PLAYERECHO_TOOLTIP,"Deals more damage with each loop.","每次循环造成更多伤害" +NOTE_PLAYERECHO_TOOLTIP,"Deals more damage with each loop.","每次循环造成更多伤害。" NOTE_PLAYERPOISON_NAME,PlayerPoison,玩家中毒 -NOTE_PLAYERPOISON_TOOLTIP,"Applies stacks of poison based on timing.","根据时机施加中毒层数" +NOTE_PLAYERPOISON_TOOLTIP,"Applies stacks of poison based on timing.","根据时机施加中毒层数。" RELIC_BREAKFAST_NAME,Breakfast,早餐 RELIC_BREAKFAST_TOOLTIP,"Increases max hp.",提高最大生命值 RELIC_GOODVIBES_NAME,Good Vibes,良好消息 RELIC_GOODVIBES_TOOLTIP,"Heals the player whenever they place a note.","每开始一个音符时治愈玩家" RELIC_AUROBOROS_NAME,Auroboros,无尾蛇 -RELIC_AUROBOROS_TOOLTIP,"Bigger number, better person. Increases combo multiplier every riff.","进一步增加综合倍数,每次现场提升" +RELIC_AUROBOROS_TOOLTIP,"Bigger number, better person. Increases combo multiplier every loop.","更大的数字,更棒的人。每轮循环增加连击倍数。" RELIC_COLORBOROS_NAME,Colorboros,彩蛇轮回 -RELIC_COLORBOROS_TOOLTIP,"Taste the rainbow. Charges the freestyle bar every riff.","品尝临岛,每次现场充值自由格条" +RELIC_COLORBOROS_TOOLTIP,"Taste the rainbow. Charges the freestyle bar every loop.","品尝彩虹。每轮循环为风格条充能。" RELIC_CHIPS_NAME,"Chips",薯片 RELIC_CHIPS_TOOLTIP,"Hitting a note deals a bit of damage.","击中音符会造成少量伤害。" RELIC_PAPERCUT_NAME,Paper Cut,纸割伤 -RELIC_PAPERCUT_TOOLTIP,"Deals damage each riff.","每轮造成伤害" +RELIC_PAPERCUT_TOOLTIP,"Deals damage each loop.","每轮造成伤害。" RELIC_ENERGYDRINK_NAME,Energy Drink,"能量饮料" RELIC_ENERGYDRINK_TOOLTIP,"Take a chance to cool down and sip an energy drink to decrease energy costs.","抓住机会冷静一下,喝一瓶能量饮料来降低能量消耗。" RELIC_BANDAGE_NAME,Bandage,"绷带" RELIC_BANDAGE_TOOLTIP,"A clean strip of cloth. Use it after a fight to patch up and feel better.","一块干净的布条,战斗后使用来包扎并恢复一些健康。" RELIC_MEDKIT_NAME,Medkit,"急救包" -RELIC_MEDKIT_TOOLTIP,"A small kit with medical supplies. Heals you a bit after each riff.","包含一些医疗用品的小包,每次循环后恢复少量生命。" +RELIC_MEDKIT_TOOLTIP,"A small kit with medical supplies. Heals you a bit after each loop.","包含一些医疗用品的小包,每次循环后恢复少量生命。" RELIC_VINYLRECORD_NAME,Vinyl Record,"黑胶唱片" -RELIC_VINYLRECORD_TOOLTIP,"Right round, right round. All riff effects trigger twice.","把我转起来,把我转起来。所有循环效果触发两次。" +RELIC_VINYLRECORD_TOOLTIP,"Right round, right round. Player and enemy loop effects trigger twice.","把我转起来,把我转起来。玩家和敌人的循环效果触发两次。" INVENTORY_TAB_NOTES,Notes,乐谱 INVENTORY_TAB_RELICS,Relics,遗物 OPTIONS_VOLUME_LABEL,Master Volume,最终音量设置 From 31ab7b0ab4e1092464990903d5bdfcc260cc6aa3 Mon Sep 17 00:00:00 2001 From: LifeHckr Date: Sat, 3 May 2025 17:21:41 -0700 Subject: [PATCH 6/6] Revert rewording Vinyl Record tooltip --- Globals/Scribe.cs | 2 +- Globals/Translations/Translations.csv | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/Globals/Scribe.cs b/Globals/Scribe.cs index 3bbb90ad..476f72cf 100644 --- a/Globals/Scribe.cs +++ b/Globals/Scribe.cs @@ -333,7 +333,7 @@ public partial class Scribe : Node new RelicTemplate( 9, "Vinyl Record", - "Right round, right round. Player and enemy loop effects trigger twice.", + "Right round, right round. All loop effects trigger twice.", Rarity.Epic, GD.Load("res://Classes/Relics/Assets/Relic_VinylRecord.png"), new RelicEffect[] diff --git a/Globals/Translations/Translations.csv b/Globals/Translations/Translations.csv index 54bd109f..bb868056 100644 --- a/Globals/Translations/Translations.csv +++ b/Globals/Translations/Translations.csv @@ -78,7 +78,7 @@ RELIC_BANDAGE_TOOLTIP,"A clean strip of cloth. Use it after a fight to patch up RELIC_MEDKIT_NAME,Medkit,"急救包" RELIC_MEDKIT_TOOLTIP,"A small kit with medical supplies. Heals you a bit after each loop.","包含一些医疗用品的小包,每次循环后恢复少量生命。" RELIC_VINYLRECORD_NAME,Vinyl Record,"黑胶唱片" -RELIC_VINYLRECORD_TOOLTIP,"Right round, right round. Player and enemy loop effects trigger twice.","把我转起来,把我转起来。玩家和敌人的循环效果触发两次。" +RELIC_VINYLRECORD_TOOLTIP,"Right round, right round. All loop effects trigger twice.","把我转起来,把我转起来。所有循环效果触发两次。" INVENTORY_TAB_NOTES,Notes,乐谱 INVENTORY_TAB_RELICS,Relics,遗物 OPTIONS_VOLUME_LABEL,Master Volume,最终音量设置