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Prepare for patch PR
Updated a few enemy descriptions. Removed debug buttons.
1 parent b1b596b commit c85439f

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Lines changed: 5 additions & 4 deletions

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Globals/Translations/Translations.csv

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@@ -207,17 +207,17 @@ CREDITS_ADDITIONAL_HELP,Additional Help,额外协助
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CREDITS_OTHER_PLAYTESTERS,All our other playtesters,以及所有其他测试玩家
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CREDITS_SPECIAL_THANKS,Special Thanks,特别鸣谢
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CREDITS_THANKS_PLAYERS,And to you the player!,以及屏幕前的你!
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BOSSBLOOD_EFFECT1,"Heal and convert a basic note into a Blood note.","每循环治疗 点生命,并将一个普通音符转化为血之音符。"
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BOSSBLOOD_EFFECT1,"Heal and convert an empty note into a Boss Blood note.","每循环治疗 点生命,并将一个普通音符转化为血之音符。"
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CYBERFOX_EFFECT1,Gains one dodge.,获得一次闪避。
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EFFIGY_EFFECT1,Only takes 1 damage at a time.,每次只受到1点伤害
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EFFIGY_EFFECT1,"Only takes 1 damage at a time, and reflects 1 damage to the player.",每次仅受到1点伤害,并向玩家反弹1点伤害
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EFFIGY_EFFECT2,Sets player's health to 1 if defeated.,被击败时将玩家的生命值设为1。
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HOLOGRAEME_EFFECT1,Player only plays every other loop.,玩家每隔一轮行动一次。
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HOLOGRAEME_EFFECT1,"Player only plays every other loop with notes hidden. Learn the pattern!",玩家每隔一次循环才能进行游戏,且期间音符会被隐藏。记住这个模式!
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HOLOGRAEME_EFFECT2,"Holograeme only has 1 health, and is immune to relic damage.","全息格莱姆仅有1点生命值,且免疫遗物伤害。"
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KEYTHULU_EFFECT1,"Every loop mindcrush ticks down by one, when it reaches zero, the player is defeated.","每次循环,心灵碾压计数会减1。当计数归零时,玩家即被击败。"
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LWS_EFFECT1,Converts an empty note into a Lesser Wolf Snake note.,将一个基础音符转化为次级狼蛇音符。
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PARASIFLY_EFFECT1,All enemies gains block the first time fatal damage is dealt.,首次受到致命伤害时,所有敌人获得格挡。
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STRAWMAN_EFFECT1,Player cannot take fatal damage.,玩家不会受到致命伤害。
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GWS_EFFECT1,Adds Greater Wolf Snake notes after the first loop.,首次循环后,添加高级狼蛇音符。
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GWS_EFFECT1,Adds Great Wolf Snake notes after the first loop.,首次循环后,添加高级狼蛇音符。
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TURTLE_EFFECT1,Gains one block and drains some of player's charge to heal.,获得一层格挡,并消耗玩家部分充能以进行治疗。
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GWS_NOTE_DESCRIPTION,"If timed badly, deals high damage to the player. Damage increases each loop.","若时机不佳,则对玩家造成高额伤害,且伤害随每次循环递增。"
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PARASIFLY_NOTE_DESCRIPTION,Parasifly gains block if timed badly.,若时机不佳,寄生蝇获得格挡。

Scenes/BattleDirector/Scripts/BattleDirector.cs

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@@ -241,6 +241,7 @@ private void UpdateBeat(Beat beat)
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#region Input&Timing
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public override void _UnhandledInput(InputEvent @event)
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{
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return;
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if (@event is InputEventKey eventKey && eventKey.Pressed && !eventKey.Echo)
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{
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if (eventKey.Keycode == Key.Key0)

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