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[ZH] Add Gameplay/Judgement #10606

Merged
merged 6 commits into from
Dec 6, 2023
Merged

[ZH] Add Gameplay/Judgement #10606

merged 6 commits into from
Dec 6, 2023

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proxyerium
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@proxyerium proxyerium commented Dec 4, 2023

Self-check

Changes

  • Add Gameplay/Judgement/zh.md
  • Add Gameplay/Judgement/osu!/zh.md

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翻译相关的疑问 question about my translation:

  • Hit window 指的是圆环收缩至圆圈的动画期间,还是代码判定误差的逻辑期间?因为不确定所以弄出来判定区域判定范围判定区间,不懂怎么决定😥。

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翻译相关的疑问 question about my translation:
- Hit window 指的是圆环收缩至圆圈的动画期间,还是代码判定误差的逻辑期间?因为不确定所以弄出来判定区域判定范围判定区间,不懂怎么决定😥。

个人建议用判定区间。本文提及的区间是和 整体难度(OD) 对应的。

圆环收缩的动画过程由 缩圈速度(AR) 控制。

wiki/Gameplay/Judgement/osu!/zh.md Outdated Show resolved Hide resolved

### 圆圈

根据连击的准确程度,[圆圈](/wiki/Gameplay/Hit_object/Hit_circle) 的判定可分为GREAT,OK,MEH 和 MISS。在MISS判定区间之前的点击不会生效(或者触发 [物件锁](/wiki/Gameplay/Judgement/Notelock) );在MEH判定区间结束前未点击会判定为MISS。
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Suggested change
根据连击的准确程度,[圆圈](/wiki/Gameplay/Hit_object/Hit_circle) 的判定可分为GREAT,OK,MEH 和 MISS。在MISS判定区间之前的点击不会生效(或者触发 [物件锁](/wiki/Gameplay/Judgement/Notelock) );在MEH判定区间结束前未点击会判定为MISS。
根据连击的准确程度,[圆圈](/wiki/Gameplay/Hit_object/Hit_circle) 的判定可分为GREAT,OK,MEH 和 MISS。在MISS判定区间之外的点击不会生效(此时会触发 [物件锁](/wiki/Gameplay/Judgement/Notelock) );在MEH判定区间结束前未点击会判定为MISS。

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@proxyerium proxyerium Dec 5, 2023

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这个感觉有“此时正在发生物件锁”的歧义,要不改成此时点击会触发

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可以,按你说的改🎉

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🤔物件锁点在其他物件上才发生,这里的意思也是说两种情况,那就不应该用“此时”了。

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resolved in new commits

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全文相关的都要改成打击区间,因为是同一个意思

@proxyerium proxyerium requested a review from CloneWith December 5, 2023 05:15
@TicClick TicClick enabled auto-merge December 6, 2023 08:37
@TicClick TicClick merged commit 8e05d6e into ppy:master Dec 6, 2023
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4 participants