diff --git a/lua/app/config/avatar_frame.lua b/lua/app/config/avatar_frame.lua index f6de4051..69a30bab 100644 --- a/lua/app/config/avatar_frame.lua +++ b/lua/app/config/avatar_frame.lua @@ -36,12 +36,12 @@ local avatar_frame = { ["item"]=57 }, [31]={ - ["iconId"]="avatar_frame_4", + ["iconId"]="avatar_frame_9", ["item"]=58, ["unlock_show"]=true }, [32]={ - ["iconId"]="avatar_frame_5", + ["iconId"]="avatar_frame_10", ["item"]=59, ["unlock_show"]=true } diff --git a/lua/app/config/localization/localization_global_const.lua b/lua/app/config/localization/localization_global_const.lua index bffc8bed..38b08524 100644 --- a/lua/app/config/localization/localization_global_const.lua +++ b/lua/app/config/localization/localization_global_const.lua @@ -631,7 +631,8 @@ local LocalizationGlobalConst = ACT_TOURN_WAVE_BTN_3 = "ACT_TOURN_WAVE_BTN_3", ACT_TOURN_ARENEA_TITLE = "ACT_TOURN_ARENEA_TITLE", ACT_TOURN_ARENEA_DESC_1 = "ACT_TOURN_ARENEA_DESC_1", - ACT_TOURN_ARENEA_HELP = "ACT_TOURN_ARENEA_HELP", + ACT_TOURN_ARENEA_HELP_1 = "ACT_TOURN_ARENEA_HELP_1", + ACT_TOURN_ARENEA_HELP_2 = "ACT_TOURN_ARENEA_HELP_2", ACT_TOURN_WAVE_DESC_4 = "ACT_TOURN_WAVE_DESC_4", EVENT_COUNTDOWN = "EVENT_COUNTDOWN", } diff --git a/lua/app/config/strings/cn/global.lua b/lua/app/config/strings/cn/global.lua index 93aa6cab..4f537f7f 100644 --- a/lua/app/config/strings/cn/global.lua +++ b/lua/app/config/strings/cn/global.lua @@ -631,7 +631,8 @@ local localization_global = ["ACT_TOURN_WAVE_BTN_3"] = "排行榜奖励", ["ACT_TOURN_ARENEA_TITLE"] = "竞技场锦标赛", ["ACT_TOURN_ARENEA_DESC_1"] = "参与竞技场,可获得战令奖励!", - ["ACT_TOURN_ARENEA_HELP"] = " 排行榜积分:\n活动期间,参与竞技场,根据排位及战斗结果,可获得若干积分,排行榜根据积分进行排行。\n\n 青铜2:胜利{0}分,失败{1}分;\n 青铜1:胜利{0}分,失败{1}分;\n 白银4:胜利{0}分,失败{1}分;\n 白银3:胜利{0}分,失败{1}分;\n 白银2:胜利{0}分,失败{1}分;\n 白银1:胜利{0}分,失败{1}分;\n 黄金5:胜利{0}分,失败{1}分;\n 黄金4:胜利{0}分,失败{1}分;\n 黄金3:胜利{0}分,失败{1}分;\n 黄金2:胜利{0}分,失败{1}分;\n 黄金1:胜利{0}分,失败{1}分;\n\n注意:活动最后1天,参与竞技场不再计入积分,仅展示排名。\n\n 排行榜分组规则:\n活动开启后,每2天进行一次分组,根据玩家在2天内的积分数进行排名,冒险家们可于第3天在“上轮排行榜”中,领取排行奖励。", + ["ACT_TOURN_ARENEA_HELP_1"] = " 排行榜积分:\n活动期间,参与竞技场,根据排位及战斗结果,可获得若干积分,排行榜根据积分进行排行。\n\n注意:活动最后1天,参与竞技场不再计入积分,仅展示排名。\n\n 排行榜分组规则:\n活动开启后,每2天进行一次分组,根据玩家在2天内的积分数进行排名,冒险家们可于第3天在“上轮排行榜”中,领取排行奖励。", + ["ACT_TOURN_ARENEA_HELP_2"] = "{0}:胜利{1}分,失败{2}分;", ["ACT_TOURN_WAVE_DESC_4"] = "礼包", ["EVENT_COUNTDOWN"] = "活动倒计时:", } diff --git a/lua/app/config/strings/en/global.lua b/lua/app/config/strings/en/global.lua index a236bc42..923eb133 100644 --- a/lua/app/config/strings/en/global.lua +++ b/lua/app/config/strings/en/global.lua @@ -631,7 +631,8 @@ local localization_global = ["ACT_TOURN_WAVE_BTN_3"] = "Ranking Reward", ["ACT_TOURN_ARENEA_TITLE"] = "Arena Championship", ["ACT_TOURN_ARENEA_DESC_1"] = "Participate in the arena to earn Battle Pass rewards!", - ["ACT_TOURN_ARENEA_HELP"] = "Ranking Points:\nDuring the event, earn points from rank and battle results. You will be ranked based on your points.\n\nBronze 2: Win - {0} points, Lose - {1} points;\nBronze 1: Win - {0} points, Lose - {1} points;\nSilver 4: Win - {0} points, Lose - {1} points;\nSilver 3: Win - {0} points, Lose - {1} points;\nSilver 2: Win - {0} points, Lose - {1} points;\nSilver 1: Win - {0} points, Lose - {1} points;\nGold 5: Win - {0} points, Lose - {1} points;\nGold 4: Win - {0} points, Lose - {1} points;\nGold 3: Win - {0} points, Lose - {1} points;\nGold 2: Win - {0} points, Lose - {1} points;\nGold 1: Win - {0} points, Lose - {1} points;\n\nNote: On the last day of the event, Arena no longer counts points, only ranking will be displayed.\n\nRanking Group Rules:\nAfter the event starts, grouping occurs every 2 days. Players are ranked based on points earned within 2 days. Adventurers can collect ranking rewards on the 3rd day in the [Previous Rankings].", + ["ACT_TOURN_ARENEA_HELP_1"] = "Ranking Points:\nDuring the event, earn points from rank and battle results. You will be ranked based on your points.\n\nBronze 2: Win - {0} points, Lose - {1} points;\nBronze 1: Win - {0} points, Lose - {1} points;\nSilver 4: Win - {0} points, Lose - {1} points;\nSilver 3: Win - {0} points, Lose - {1} points;\nSilver 2: Win - {0} points, Lose - {1} points;\nSilver 1: Win - {0} points, Lose - {1} points;\nGold 5: Win - {0} points, Lose - {1} points;\nGold 4: Win - {0} points, Lose - {1} points;\nGold 3: Win - {0} points, Lose - {1} points;\nGold 2: Win - {0} points, Lose - {1} points;\nGold 1: Win - {0} points, Lose - {1} points;\n\nNote: On the last day of the event, Arena no longer counts points, only ranking will be displayed.\n\nRanking Group Rules:\nAfter the event starts, grouping occurs every 2 days. Players are ranked based on points earned within 2 days. Adventurers can collect ranking rewards on the 3rd day in the [Previous Rankings].", + ["ACT_TOURN_ARENEA_HELP_2"] = "Ranking Points:\nDuring the event, earn points from rank and battle results. You will be ranked based on your points.\n\nBronze 2: Win - {0} points, Lose - {1} points;\nBronze 1: Win - {0} points, Lose - {1} points;\nSilver 4: Win - {0} points, Lose - {1} points;\nSilver 3: Win - {0} points, Lose - {1} points;\nSilver 2: Win - {0} points, Lose - {1} points;\nSilver 1: Win - {0} points, Lose - {1} points;\nGold 5: Win - {0} points, Lose - {1} points;\nGold 4: Win - {0} points, Lose - {1} points;\nGold 3: Win - {0} points, Lose - {1} points;\nGold 2: Win - {0} points, Lose - {1} points;\nGold 1: Win - {0} points, Lose - {1} points;\n\nNote: On the last day of the event, Arena no longer counts points, only ranking will be displayed.\n\nRanking Group Rules:\nAfter the event starts, grouping occurs every 2 days. Players are ranked based on points earned within 2 days. Adventurers can collect ranking rewards on the 3rd day in the [Previous Rankings].", ["ACT_TOURN_WAVE_DESC_4"] = "Gift Pack", ["EVENT_COUNTDOWN"] = "Event countdown:", } diff --git a/lua/app/config/strings/es/global.lua b/lua/app/config/strings/es/global.lua index 5c8c4243..622001c7 100644 --- a/lua/app/config/strings/es/global.lua +++ b/lua/app/config/strings/es/global.lua @@ -631,7 +631,8 @@ local localization_global = ["ACT_TOURN_WAVE_BTN_3"] = "Recompensas de Clasificación", ["ACT_TOURN_ARENEA_TITLE"] = "Torneo de Arena", ["ACT_TOURN_ARENEA_DESC_1"] = "Participa en Arena y ganarás recompensas de Pase de Batalla.", - ["ACT_TOURN_ARENEA_HELP"] = "Puntos de clasificación: \nDurante el evento, participa en Arena para ganar puntos según tu clasificación y resultados de batallas. La clasificación se basa en los puntos. \nBronce 2: Victoria {0}puntos, Derrota {1}puntos; \nBronce 1: Victoria {0}puntos, Derrota {1}puntos; \nPlata 4: Victoria {0}puntos, Derrota {1}puntos; \nPlata 3: Victoria {0}puntos, Derrota {1}puntos; \nPlata 2: Victoria {0}puntos, Derrota {1}puntos; \nPlata 1: Victoria {0}puntos, Derrota {1}puntos; \nOro 5: Victoria {0}puntos, Derrota {1}puntos. \nOro 4: Victoria {0}puntos, Derrota {1}puntos; \nOro 3: Victoria {0}puntos, Derrota {1}puntos; \nOro 2: Victoria {0}puntos, Derrota {1}puntos; \nOro 1: Victoria {0}puntos, Derrota {1}puntos; \n\n El último día del evento, la participación en Arena no se contará en puntos, y solo se mostrará en la clasificación. \n\n Reglas de agrupación de clasificación: \nDespués de que comience el evento, se realizará la agrupación cada 2 días. La clasificación se basa en los puntos acumulados de los jugadores en los 2 días. Los aventureros podrán recibir recompensas de clasificación el día 3 en la [Clasificación Anterior].", + ["ACT_TOURN_ARENEA_HELP_1"] = "Puntos de clasificación: \nDurante el evento, participa en Arena para ganar puntos según tu clasificación y resultados de batallas. La clasificación se basa en los puntos. \nBronce 2: Victoria {0}puntos, Derrota {1}puntos; \nBronce 1: Victoria {0}puntos, Derrota {1}puntos; \nPlata 4: Victoria {0}puntos, Derrota {1}puntos; \nPlata 3: Victoria {0}puntos, Derrota {1}puntos; \nPlata 2: Victoria {0}puntos, Derrota {1}puntos; \nPlata 1: Victoria {0}puntos, Derrota {1}puntos; \nOro 5: Victoria {0}puntos, Derrota {1}puntos. \nOro 4: Victoria {0}puntos, Derrota {1}puntos; \nOro 3: Victoria {0}puntos, Derrota {1}puntos; \nOro 2: Victoria {0}puntos, Derrota {1}puntos; \nOro 1: Victoria {0}puntos, Derrota {1}puntos; \n\n El último día del evento, la participación en Arena no se contará en puntos, y solo se mostrará en la clasificación. \n\n Reglas de agrupación de clasificación: \nDespués de que comience el evento, se realizará la agrupación cada 2 días. La clasificación se basa en los puntos acumulados de los jugadores en los 2 días. Los aventureros podrán recibir recompensas de clasificación el día 3 en la [Clasificación Anterior].", + ["ACT_TOURN_ARENEA_HELP_2"] = "Puntos de clasificación: \nDurante el evento, participa en Arena para ganar puntos según tu clasificación y resultados de batallas. La clasificación se basa en los puntos. \nBronce 2: Victoria {0}puntos, Derrota {1}puntos; \nBronce 1: Victoria {0}puntos, Derrota {1}puntos; \nPlata 4: Victoria {0}puntos, Derrota {1}puntos; \nPlata 3: Victoria {0}puntos, Derrota {1}puntos; \nPlata 2: Victoria {0}puntos, Derrota {1}puntos; \nPlata 1: Victoria {0}puntos, Derrota {1}puntos; \nOro 5: Victoria {0}puntos, Derrota {1}puntos. \nOro 4: Victoria {0}puntos, Derrota {1}puntos; \nOro 3: Victoria {0}puntos, Derrota {1}puntos; \nOro 2: Victoria {0}puntos, Derrota {1}puntos; \nOro 1: Victoria {0}puntos, Derrota {1}puntos; \n\n El último día del evento, la participación en Arena no se contará en puntos, y solo se mostrará en la clasificación. \n\n Reglas de agrupación de clasificación: \nDespués de que comience el evento, se realizará la agrupación cada 2 días. La clasificación se basa en los puntos acumulados de los jugadores en los 2 días. Los aventureros podrán recibir recompensas de clasificación el día 3 en la [Clasificación Anterior].", ["ACT_TOURN_WAVE_DESC_4"] = "Paquete", ["EVENT_COUNTDOWN"] = "Cuenta regresiva del evento:", } diff --git a/lua/app/config/strings/id/global.lua b/lua/app/config/strings/id/global.lua index bb22c266..0ce38fed 100644 --- a/lua/app/config/strings/id/global.lua +++ b/lua/app/config/strings/id/global.lua @@ -631,7 +631,8 @@ local localization_global = ["ACT_TOURN_WAVE_BTN_3"] = "Hadiah Peringkat", ["ACT_TOURN_ARENEA_TITLE"] = "Turnamen Arena", ["ACT_TOURN_ARENEA_DESC_1"] = "Partisipasi Arena dan dapatkan hadiah Battle Pass!", - ["ACT_TOURN_ARENEA_HELP"] = "Poin Peringkat:\nPartisipasi Arena dan dapatkan sejumlah poin berdasarkan peringkat dan hasil battle selama event. Peringkat akan didasarkan pada poin.\n\n Bronze 2: Menang {0} poin, kalah {1} poin;\n Bronze 1:Menang {0} poin, kalah {1} poin;\n Silver 4:Menang {0} poin, kalah {1} poin;\n Silver 3:Menang {0} poin, kalah {1} poin;\n Silver 2:Menang {0} poin, kalah {1} poin;\n Silver 1:Menang {0} poin, kalah {1} poin;\n Emas 5:Menang {0} poin, kalah {1} poin;\n Emas 4:Menang {0} poin, kalah {1} poin;\n Emas 3:Menang {0} poin, kalah {1} poin;\n Emas 2:Menang {0} poin, kalah {1} poin;\n Emas 1:Menang {0} poin, kalah {1} poin;\n\nCatatan: Poin partisipasi arena tidak lagi dihitung sebagai poin pada hari terakhir event, hanya peringkat yang ditampilkan.\n\n Aturan pengelompokan peringkat:\nSetelah event dimulai, pemain akan dibagi menjadi beberapa grup setiap 2 hari, dan pemain akan diberi peringkat berdasarkan poin yang didapatkan dalam 2 hari. Petualang dapat menerima hadiah peringkat di \"Peringkat Terakhir\" pada hari ke-3.", + ["ACT_TOURN_ARENEA_HELP_1"] = "Poin Peringkat:\nPartisipasi Arena dan dapatkan sejumlah poin berdasarkan peringkat dan hasil battle selama event. Peringkat akan didasarkan pada poin.\n\n Bronze 2: Menang {0} poin, kalah {1} poin;\n Bronze 1:Menang {0} poin, kalah {1} poin;\n Silver 4:Menang {0} poin, kalah {1} poin;\n Silver 3:Menang {0} poin, kalah {1} poin;\n Silver 2:Menang {0} poin, kalah {1} poin;\n Silver 1:Menang {0} poin, kalah {1} poin;\n Emas 5:Menang {0} poin, kalah {1} poin;\n Emas 4:Menang {0} poin, kalah {1} poin;\n Emas 3:Menang {0} poin, kalah {1} poin;\n Emas 2:Menang {0} poin, kalah {1} poin;\n Emas 1:Menang {0} poin, kalah {1} poin;\n\nCatatan: Poin partisipasi arena tidak lagi dihitung sebagai poin pada hari terakhir event, hanya peringkat yang ditampilkan.\n\n Aturan pengelompokan peringkat:\nSetelah event dimulai, pemain akan dibagi menjadi beberapa grup setiap 2 hari, dan pemain akan diberi peringkat berdasarkan poin yang didapatkan dalam 2 hari. Petualang dapat menerima hadiah peringkat di \"Peringkat Terakhir\" pada hari ke-3.", + ["ACT_TOURN_ARENEA_HELP_2"] = "Poin Peringkat:\nPartisipasi Arena dan dapatkan sejumlah poin berdasarkan peringkat dan hasil battle selama event. Peringkat akan didasarkan pada poin.\n\n Bronze 2: Menang {0} poin, kalah {1} poin;\n Bronze 1:Menang {0} poin, kalah {1} poin;\n Silver 4:Menang {0} poin, kalah {1} poin;\n Silver 3:Menang {0} poin, kalah {1} poin;\n Silver 2:Menang {0} poin, kalah {1} poin;\n Silver 1:Menang {0} poin, kalah {1} poin;\n Emas 5:Menang {0} poin, kalah {1} poin;\n Emas 4:Menang {0} poin, kalah {1} poin;\n Emas 3:Menang {0} poin, kalah {1} poin;\n Emas 2:Menang {0} poin, kalah {1} poin;\n Emas 1:Menang {0} poin, kalah {1} poin;\n\nCatatan: Poin partisipasi arena tidak lagi dihitung sebagai poin pada hari terakhir event, hanya peringkat yang ditampilkan.\n\n Aturan pengelompokan peringkat:\nSetelah event dimulai, pemain akan dibagi menjadi beberapa grup setiap 2 hari, dan pemain akan diberi peringkat berdasarkan poin yang didapatkan dalam 2 hari. Petualang dapat menerima hadiah peringkat di \"Peringkat Terakhir\" pada hari ke-3.", ["ACT_TOURN_WAVE_DESC_4"] = "Paket Hadiah", ["EVENT_COUNTDOWN"] = "Hitung mundur acara:", } diff --git a/lua/app/config/strings/ja/global.lua b/lua/app/config/strings/ja/global.lua index e6c55fcc..b0c0d9bb 100644 --- a/lua/app/config/strings/ja/global.lua +++ b/lua/app/config/strings/ja/global.lua @@ -631,7 +631,8 @@ local localization_global = ["ACT_TOURN_WAVE_BTN_3"] = "ランキング報酬", ["ACT_TOURN_ARENEA_TITLE"] = "闘技場選手権大会", ["ACT_TOURN_ARENEA_DESC_1"] = "闘技場に参加すると、戦令報酬を獲得できます!", - ["ACT_TOURN_ARENEA_HELP"] = "ランキングポイント:\nイベント期間中、闘技場に参加すると、ランク及びバトル結果に応じてポイントを獲得できます。ポイントに応じてランキングが作成されます。\n\nブロンズ2:勝{0}ポイント、敗{1}ポイント。\nブロンズ1:勝{0}ポイント、敗{1}ポイント。\nシルバー4:勝{0}ポイント、敗{1}ポイント。\nシルバー3:勝{0}ポイント、敗{1}ポイント。\nシルバー2:勝{0}ポイント、敗{1}ポイント。\nシルバー1:勝{0}ポイント、敗{1}ポイント。\nゴールド5:勝{0}ポイント、敗{1}ポイント。\nゴールド4:勝{0}ポイント、敗{1}ポイント。\nゴールド3:勝{0}ポイント、敗{1}ポイント。\nゴールド2:勝{0}ポイント、敗{1}ポイント。\nゴールド1:勝{0}ポイント、敗{1}ポイント。\n\n注意:イベント最終日には、クリアステージはポイントとしてカウントされず、ランキングのみが表示されます。\n\nイベント開始後、2日ごとにグループ分けを行い、2日間で獲得したポイントに応じてランキングが作成されます。冒険者様は3日目に「前のラウンドのランキング」にてランキング報酬を獲得できます。", + ["ACT_TOURN_ARENEA_HELP_1"] = "ランキングポイント:\nイベント期間中、闘技場に参加すると、ランク及びバトル結果に応じてポイントを獲得できます。ポイントに応じてランキングが作成されます。\n\nブロンズ2:勝{0}ポイント、敗{1}ポイント。\nブロンズ1:勝{0}ポイント、敗{1}ポイント。\nシルバー4:勝{0}ポイント、敗{1}ポイント。\nシルバー3:勝{0}ポイント、敗{1}ポイント。\nシルバー2:勝{0}ポイント、敗{1}ポイント。\nシルバー1:勝{0}ポイント、敗{1}ポイント。\nゴールド5:勝{0}ポイント、敗{1}ポイント。\nゴールド4:勝{0}ポイント、敗{1}ポイント。\nゴールド3:勝{0}ポイント、敗{1}ポイント。\nゴールド2:勝{0}ポイント、敗{1}ポイント。\nゴールド1:勝{0}ポイント、敗{1}ポイント。\n\n注意:イベント最終日には、クリアステージはポイントとしてカウントされず、ランキングのみが表示されます。\n\nイベント開始後、2日ごとにグループ分けを行い、2日間で獲得したポイントに応じてランキングが作成されます。冒険者様は3日目に「前のラウンドのランキング」にてランキング報酬を獲得できます。", + ["ACT_TOURN_ARENEA_HELP_2"] = "ランキングポイント:\nイベント期間中、闘技場に参加すると、ランク及びバトル結果に応じてポイントを獲得できます。ポイントに応じてランキングが作成されます。\n\nブロンズ2:勝{0}ポイント、敗{1}ポイント。\nブロンズ1:勝{0}ポイント、敗{1}ポイント。\nシルバー4:勝{0}ポイント、敗{1}ポイント。\nシルバー3:勝{0}ポイント、敗{1}ポイント。\nシルバー2:勝{0}ポイント、敗{1}ポイント。\nシルバー1:勝{0}ポイント、敗{1}ポイント。\nゴールド5:勝{0}ポイント、敗{1}ポイント。\nゴールド4:勝{0}ポイント、敗{1}ポイント。\nゴールド3:勝{0}ポイント、敗{1}ポイント。\nゴールド2:勝{0}ポイント、敗{1}ポイント。\nゴールド1:勝{0}ポイント、敗{1}ポイント。\n\n注意:イベント最終日には、クリアステージはポイントとしてカウントされず、ランキングのみが表示されます。\n\nイベント開始後、2日ごとにグループ分けを行い、2日間で獲得したポイントに応じてランキングが作成されます。冒険者様は3日目に「前のラウンドのランキング」にてランキング報酬を獲得できます。", ["ACT_TOURN_WAVE_DESC_4"] = "パック", ["EVENT_COUNTDOWN"] = "イベントカウントダウン:", } diff --git a/lua/app/config/strings/ko/global.lua b/lua/app/config/strings/ko/global.lua index 95adc96b..2eb2dd99 100644 --- a/lua/app/config/strings/ko/global.lua +++ b/lua/app/config/strings/ko/global.lua @@ -631,7 +631,8 @@ local localization_global = ["ACT_TOURN_WAVE_BTN_3"] = "랭킹 보상", ["ACT_TOURN_ARENEA_TITLE"] = "아레나 토너먼트", ["ACT_TOURN_ARENEA_DESC_1"] = "아레나에 참여하고 배틀 패스 보상을 받으세요!", - ["ACT_TOURN_ARENEA_HELP"] = "랭킹 포인트:\n이벤트 기간 동안 아레나에 참여하면 순위와 전투 결과에 따라 포인트를 얻을 수 있습니다. 순위는 포인트에 따라 결정됩니다. \n\n 브론즈 2: 승리 시 {0}점, 실패 시 {1}점;\n 브론즈 1: 승리 시 {0}점, 실패 시 {1}점;\n 실버 4: 실패 시 {0}점 승리, 실패 시 {1}점;\n 실버 3: 승리 시 {0}점, 실패 시 {1}점;\n 실버 2: 승리 시 {0}점, 실패 시 {1}점;\n 실버 1: 승리 시 {0}점, 실패 시 {1}점; \n 골드 5: 승리 시 {0}점, 실패 시 {1}점;\n 골드 4: 승리 시 {0}점, 실패 시 {1}점;\n 골드 3: 승리 시 {0}점, 실패 시 {1}점; \n 골드 2: 승리 시 {0}점, 실패 시 {1}점;\n 골드 1: 승리 시 {0}점, 실패 시 {1}점;\n\n참고: 이벤트 마지막 날 아레나에 참여하면 더는 포인트를 누적하지 않으며 순위만 표시됩니다. \n\n랭킹 그룹 나누기 규칙:\n이벤트가 시작되면 2일마다 한 번씩 그룹을 나눕니다. 유저가 이틀 동안 획득한 포인트에 따라 순위가 나뉘며 모험가들은 3일째 되는 날‘이전 라운드 랭킹’에서 랭킹 보상을 획득할 수 있습니다.", + ["ACT_TOURN_ARENEA_HELP_1"] = "랭킹 포인트:\n이벤트 기간 동안 아레나에 참여하면 순위와 전투 결과에 따라 포인트를 얻을 수 있습니다. 순위는 포인트에 따라 결정됩니다. \n\n 브론즈 2: 승리 시 {0}점, 실패 시 {1}점;\n 브론즈 1: 승리 시 {0}점, 실패 시 {1}점;\n 실버 4: 실패 시 {0}점 승리, 실패 시 {1}점;\n 실버 3: 승리 시 {0}점, 실패 시 {1}점;\n 실버 2: 승리 시 {0}점, 실패 시 {1}점;\n 실버 1: 승리 시 {0}점, 실패 시 {1}점; \n 골드 5: 승리 시 {0}점, 실패 시 {1}점;\n 골드 4: 승리 시 {0}점, 실패 시 {1}점;\n 골드 3: 승리 시 {0}점, 실패 시 {1}점; \n 골드 2: 승리 시 {0}점, 실패 시 {1}점;\n 골드 1: 승리 시 {0}점, 실패 시 {1}점;\n\n참고: 이벤트 마지막 날 아레나에 참여하면 더는 포인트를 누적하지 않으며 순위만 표시됩니다. \n\n랭킹 그룹 나누기 규칙:\n이벤트가 시작되면 2일마다 한 번씩 그룹을 나눕니다. 유저가 이틀 동안 획득한 포인트에 따라 순위가 나뉘며 모험가들은 3일째 되는 날‘이전 라운드 랭킹’에서 랭킹 보상을 획득할 수 있습니다.", + ["ACT_TOURN_ARENEA_HELP_2"] = "랭킹 포인트:\n이벤트 기간 동안 아레나에 참여하면 순위와 전투 결과에 따라 포인트를 얻을 수 있습니다. 순위는 포인트에 따라 결정됩니다. \n\n 브론즈 2: 승리 시 {0}점, 실패 시 {1}점;\n 브론즈 1: 승리 시 {0}점, 실패 시 {1}점;\n 실버 4: 실패 시 {0}점 승리, 실패 시 {1}점;\n 실버 3: 승리 시 {0}점, 실패 시 {1}점;\n 실버 2: 승리 시 {0}점, 실패 시 {1}점;\n 실버 1: 승리 시 {0}점, 실패 시 {1}점; \n 골드 5: 승리 시 {0}점, 실패 시 {1}점;\n 골드 4: 승리 시 {0}점, 실패 시 {1}점;\n 골드 3: 승리 시 {0}점, 실패 시 {1}점; \n 골드 2: 승리 시 {0}점, 실패 시 {1}점;\n 골드 1: 승리 시 {0}점, 실패 시 {1}점;\n\n참고: 이벤트 마지막 날 아레나에 참여하면 더는 포인트를 누적하지 않으며 순위만 표시됩니다. \n\n랭킹 그룹 나누기 규칙:\n이벤트가 시작되면 2일마다 한 번씩 그룹을 나눕니다. 유저가 이틀 동안 획득한 포인트에 따라 순위가 나뉘며 모험가들은 3일째 되는 날‘이전 라운드 랭킹’에서 랭킹 보상을 획득할 수 있습니다.", ["ACT_TOURN_WAVE_DESC_4"] = "패키지", ["EVENT_COUNTDOWN"] = "이벤트 카운트다운:", } diff --git a/lua/app/config/strings/pt/global.lua b/lua/app/config/strings/pt/global.lua index e489e6cf..f0d09e6d 100644 --- a/lua/app/config/strings/pt/global.lua +++ b/lua/app/config/strings/pt/global.lua @@ -631,7 +631,8 @@ local localization_global = ["ACT_TOURN_WAVE_BTN_3"] = "Recompensas", ["ACT_TOURN_ARENEA_TITLE"] = "Torneio da Arena", ["ACT_TOURN_ARENEA_DESC_1"] = "Combata na Arena e ganhe recompensas da Ordem de Batalha!", - ["ACT_TOURN_ARENEA_HELP"] = "Pontuação da tabela de classificação:\nDurante o evento, você pode ganhar uma certa quantidade de pontos participando da Arena. A pontuação é definida pelo seu ranking e resultados das batalhas, e a classificação é realizada de acordo com essa pontuação.\n\n Bronze 2 — Vitória: {0} pts., Derrota: {1} pts.;\n Bronze 1— Vitória: {0} pts., Derrota: {1} pts.; \n Prata 4— Vitória: {0} pts., Derrota: {1} pts.; \n Prata 3— Vitória: {0} pts., Derrota: {1} pts.; \n Prata 2— Vitória: {0} pts., Derrota: {1} pts.; \n Prata 1— Vitória: {0} pts., Derrota: {1} pts.; \n Ouro 5— Vitória: {0} pts., Derrota: {1} pts.; \n Ouro 4— Vitória: {0} pts., Derrota: {1} pts.; \n Ouro 3— Vitória: {0} pts., Derrota: {1} pts.; \n Ouro 2— Vitória: {0} pts., Derrota: {1} pts.; \n Ouro 1— Vitória: {0} pts., Derrota: {1} pts.; \n\nATENÇÃO: no último dia do evento, as ondas completas não serão consideradas na pontuação. Esse dia será apenas para a exibição do ranking.\n\n Regras de agrupamento na tabela: \nApós o início do evento, um agrupamento é realizado a cada 2 dias, com base na pontuação dos jogadores nesses 2 dias. Os aventureiros podem receber recompensas de ranking no [Ranking Anter.] no 3.º dia.", + ["ACT_TOURN_ARENEA_HELP_1"] = "Pontuação da tabela de classificação:\nDurante o evento, você pode ganhar uma certa quantidade de pontos participando da Arena. A pontuação é definida pelo seu ranking e resultados das batalhas, e a classificação é realizada de acordo com essa pontuação.\n\n Bronze 2 — Vitória: {0} pts., Derrota: {1} pts.;\n Bronze 1— Vitória: {0} pts., Derrota: {1} pts.; \n Prata 4— Vitória: {0} pts., Derrota: {1} pts.; \n Prata 3— Vitória: {0} pts., Derrota: {1} pts.; \n Prata 2— Vitória: {0} pts., Derrota: {1} pts.; \n Prata 1— Vitória: {0} pts., Derrota: {1} pts.; \n Ouro 5— Vitória: {0} pts., Derrota: {1} pts.; \n Ouro 4— Vitória: {0} pts., Derrota: {1} pts.; \n Ouro 3— Vitória: {0} pts., Derrota: {1} pts.; \n Ouro 2— Vitória: {0} pts., Derrota: {1} pts.; \n Ouro 1— Vitória: {0} pts., Derrota: {1} pts.; \n\nATENÇÃO: no último dia do evento, as ondas completas não serão consideradas na pontuação. Esse dia será apenas para a exibição do ranking.\n\n Regras de agrupamento na tabela: \nApós o início do evento, um agrupamento é realizado a cada 2 dias, com base na pontuação dos jogadores nesses 2 dias. Os aventureiros podem receber recompensas de ranking no [Ranking Anter.] no 3.º dia.", + ["ACT_TOURN_ARENEA_HELP_2"] = "Pontuação da tabela de classificação:\nDurante o evento, você pode ganhar uma certa quantidade de pontos participando da Arena. A pontuação é definida pelo seu ranking e resultados das batalhas, e a classificação é realizada de acordo com essa pontuação.\n\n Bronze 2 — Vitória: {0} pts., Derrota: {1} pts.;\n Bronze 1— Vitória: {0} pts., Derrota: {1} pts.; \n Prata 4— Vitória: {0} pts., Derrota: {1} pts.; \n Prata 3— Vitória: {0} pts., Derrota: {1} pts.; \n Prata 2— Vitória: {0} pts., Derrota: {1} pts.; \n Prata 1— Vitória: {0} pts., Derrota: {1} pts.; \n Ouro 5— Vitória: {0} pts., Derrota: {1} pts.; \n Ouro 4— Vitória: {0} pts., Derrota: {1} pts.; \n Ouro 3— Vitória: {0} pts., Derrota: {1} pts.; \n Ouro 2— Vitória: {0} pts., Derrota: {1} pts.; \n Ouro 1— Vitória: {0} pts., Derrota: {1} pts.; \n\nATENÇÃO: no último dia do evento, as ondas completas não serão consideradas na pontuação. Esse dia será apenas para a exibição do ranking.\n\n Regras de agrupamento na tabela: \nApós o início do evento, um agrupamento é realizado a cada 2 dias, com base na pontuação dos jogadores nesses 2 dias. Os aventureiros podem receber recompensas de ranking no [Ranking Anter.] no 3.º dia.", ["ACT_TOURN_WAVE_DESC_4"] = "Pacote", ["EVENT_COUNTDOWN"] = "Contagem regressiva do evento:", } diff --git a/lua/app/config/strings/th/global.lua b/lua/app/config/strings/th/global.lua index 90148a59..f970bc4c 100644 --- a/lua/app/config/strings/th/global.lua +++ b/lua/app/config/strings/th/global.lua @@ -631,7 +631,8 @@ local localization_global = ["ACT_TOURN_WAVE_BTN_3"] = "รางวัลชาร์ตอันดับ", ["ACT_TOURN_ARENEA_TITLE"] = "การแข่งขันอารีน่า", ["ACT_TOURN_ARENEA_DESC_1"] = "เข้าร่วมอารีน่าจะได้รับรางวัลป้ายรบ", - ["ACT_TOURN_ARENEA_HELP"] = "แต้มชาร์ตอันดับ:\nในระหว่างกิจกรรม การเข้าร่วมในอารีน่าจะทำให้คุณได้รับแต้มจำนวนหนึ่งตามอันดับและผลการต่อสู้ของคุณ ชาร์ตอันดับจะจัดอันดับตามคะแนนของคุณ\n\nทองแดง 2: ชนะได้ {0} แต้ม พ่ายแพ้ได้รับ {1} แต้ม\nทองแดง 1: ชนะได้ {0} แต้ม พ่ายแพ้ได้รับ {1} แต้ม\nเงิน 4: ชนะได้รับ{0} แต้ม พ่ายแพ้ได้รับ {1} แต้ม\nเงิน 3: ชนะได้รับ {0} แต้ม พ่ายแพ้ได้รับ {1} แต้ม\n เงิน 2: ชนะได้รับ {0} แต้ม พ่ายแพ้ได้รับ {1} แต้ม\nเงิน 1: ชนะได้รับ {0} พ่ายแพ้ได้รับ {1} แต้ม\nทอง 5: ชนะได้รับ {0} แต้ม พ่ายแพ้ได้รับ {1} แต้ม\nทอง 4: ชนะได้รับ {0} แต้ม พ่ายแพ้ได้รับ {1} แต้ม\nทอง 3: ชนะได้รับ {0} แต้ม พ่ายแพ้ได้รับ {1} แต้ม\nทอง 2: ชนะได้รับ {0} แต้ม พ่ายแพ้ได้รับ {1} แต้ม\nทอง 1: ชนะได้รับ {0} แต้ม พ่ายแพ้ได้รับ {1} แต้ม\n\nหมายเหตุ: ในวันสุดท้ายของกิจกรรม การเข้าร่วมในอารีน่าจะไม่นับรวมในแต้มอีกต่อไป และจะแสดงอันดับเท่านั้น\n\nกติกาแบ่งทีมของชาร์ตอันดับ:\nหลังจากกิจกรรมเริ่มต้นขึ้น จะมีการแบ่งกลุ่มทุกๆ 2 วัน ผู้เล่นจะได้รับอันดับตามแต้มของพวกเขาใน 2 วัน นักผจญภัยสามารถรับรางวัลใน \"ชาร์ตอันดับรอบสุดท้าย\" ได้ในวันที่ 3", + ["ACT_TOURN_ARENEA_HELP_1"] = "แต้มชาร์ตอันดับ:\nในระหว่างกิจกรรม การเข้าร่วมในอารีน่าจะทำให้คุณได้รับแต้มจำนวนหนึ่งตามอันดับและผลการต่อสู้ของคุณ ชาร์ตอันดับจะจัดอันดับตามคะแนนของคุณ\n\nทองแดง 2: ชนะได้ {0} แต้ม พ่ายแพ้ได้รับ {1} แต้ม\nทองแดง 1: ชนะได้ {0} แต้ม พ่ายแพ้ได้รับ {1} แต้ม\nเงิน 4: ชนะได้รับ{0} แต้ม พ่ายแพ้ได้รับ {1} แต้ม\nเงิน 3: ชนะได้รับ {0} แต้ม พ่ายแพ้ได้รับ {1} แต้ม\n เงิน 2: ชนะได้รับ {0} แต้ม พ่ายแพ้ได้รับ {1} แต้ม\nเงิน 1: ชนะได้รับ {0} พ่ายแพ้ได้รับ {1} แต้ม\nทอง 5: ชนะได้รับ {0} แต้ม พ่ายแพ้ได้รับ {1} แต้ม\nทอง 4: ชนะได้รับ {0} แต้ม พ่ายแพ้ได้รับ {1} แต้ม\nทอง 3: ชนะได้รับ {0} แต้ม พ่ายแพ้ได้รับ {1} แต้ม\nทอง 2: ชนะได้รับ {0} แต้ม พ่ายแพ้ได้รับ {1} แต้ม\nทอง 1: ชนะได้รับ {0} แต้ม พ่ายแพ้ได้รับ {1} แต้ม\n\nหมายเหตุ: ในวันสุดท้ายของกิจกรรม การเข้าร่วมในอารีน่าจะไม่นับรวมในแต้มอีกต่อไป และจะแสดงอันดับเท่านั้น\n\nกติกาแบ่งทีมของชาร์ตอันดับ:\nหลังจากกิจกรรมเริ่มต้นขึ้น จะมีการแบ่งกลุ่มทุกๆ 2 วัน ผู้เล่นจะได้รับอันดับตามแต้มของพวกเขาใน 2 วัน นักผจญภัยสามารถรับรางวัลใน \"ชาร์ตอันดับรอบสุดท้าย\" ได้ในวันที่ 3", + ["ACT_TOURN_ARENEA_HELP_2"] = "แต้มชาร์ตอันดับ:\nในระหว่างกิจกรรม การเข้าร่วมในอารีน่าจะทำให้คุณได้รับแต้มจำนวนหนึ่งตามอันดับและผลการต่อสู้ของคุณ ชาร์ตอันดับจะจัดอันดับตามคะแนนของคุณ\n\nทองแดง 2: ชนะได้ {0} แต้ม พ่ายแพ้ได้รับ {1} แต้ม\nทองแดง 1: ชนะได้ {0} แต้ม พ่ายแพ้ได้รับ {1} แต้ม\nเงิน 4: ชนะได้รับ{0} แต้ม พ่ายแพ้ได้รับ {1} แต้ม\nเงิน 3: ชนะได้รับ {0} แต้ม พ่ายแพ้ได้รับ {1} แต้ม\n เงิน 2: ชนะได้รับ {0} แต้ม พ่ายแพ้ได้รับ {1} แต้ม\nเงิน 1: ชนะได้รับ {0} พ่ายแพ้ได้รับ {1} แต้ม\nทอง 5: ชนะได้รับ {0} แต้ม พ่ายแพ้ได้รับ {1} แต้ม\nทอง 4: ชนะได้รับ {0} แต้ม พ่ายแพ้ได้รับ {1} แต้ม\nทอง 3: ชนะได้รับ {0} แต้ม พ่ายแพ้ได้รับ {1} แต้ม\nทอง 2: ชนะได้รับ {0} แต้ม พ่ายแพ้ได้รับ {1} แต้ม\nทอง 1: ชนะได้รับ {0} แต้ม พ่ายแพ้ได้รับ {1} แต้ม\n\nหมายเหตุ: ในวันสุดท้ายของกิจกรรม การเข้าร่วมในอารีน่าจะไม่นับรวมในแต้มอีกต่อไป และจะแสดงอันดับเท่านั้น\n\nกติกาแบ่งทีมของชาร์ตอันดับ:\nหลังจากกิจกรรมเริ่มต้นขึ้น จะมีการแบ่งกลุ่มทุกๆ 2 วัน ผู้เล่นจะได้รับอันดับตามแต้มของพวกเขาใน 2 วัน นักผจญภัยสามารถรับรางวัลใน \"ชาร์ตอันดับรอบสุดท้าย\" ได้ในวันที่ 3", ["ACT_TOURN_WAVE_DESC_4"] = "แพ็คของขวัญ", ["EVENT_COUNTDOWN"] = "นับถอยหลังเหตุการณ์:", } diff --git a/lua/app/config/strings/vi/global.lua b/lua/app/config/strings/vi/global.lua index 3b6edb41..e56ccee6 100644 --- a/lua/app/config/strings/vi/global.lua +++ b/lua/app/config/strings/vi/global.lua @@ -631,7 +631,8 @@ local localization_global = ["ACT_TOURN_WAVE_BTN_3"] = "Thưởng BXH", ["ACT_TOURN_ARENEA_TITLE"] = "Giải Đấu Trường", ["ACT_TOURN_ARENEA_DESC_1"] = "Tham gia Đấu Trường, được nhận thưởng Chiến Lệnh!", - ["ACT_TOURN_ARENEA_HELP"] = "Điểm Bảng Xếp Hạng:\nTrong sự kiện, tham gia Đấu Trường, được nhận một số Điểm dựa theo cấp bậc và kết quả chiến đấu, rồi tiến hành xếp hạng dựa theo Điểm.\n\n Đồng 2: Thắng {0} điểm, thua {1} điểm;\n Đồng 1: Thắng {0} điểm, thua {1} điểm;\n Bạc 4: Thắng {0} điểm, thua {1} điểm;\n Bạc 3: Thắng {0} điểm, thua {1} điểm;\n Bạc 2: Thắng {0} điểm, thua {1} điểm;\n Bạc 1: Thắng {0} điểm, thua {1} điểm;\n Vàng 5: Thắng {0} điểm, thua {1} điểm;\n Vàng 4: Thắng {0} điểm, thua {1} điểm;\n Vàng 3: Thắng {0} điểm, thua {1} điểm;\n Vàng 2: Thắng {0} điểm, thua {1} điểm;\n Vàng 1: Thắng {0} điểm, thua {1} điểm;\n\nChú ý: 1 ngày cuối cùng của sự kiện, tham gia Đấu Trường sẽ không tính điểm, chỉ hiển thị xếp hạng.\n\n Quy tắc chia nhóm BXH:\nSau khi mở sự kiện, cứ 2 ngày chia nhóm 1 lần, xếp hạng dựa theo số điểm trong 2 ngày này của người chơi, các nhà thám hiểm có thể nhận thưởng xếp hạng trong \"BXH Vòng Trước\" ở ngày thứ 3.", + ["ACT_TOURN_ARENEA_HELP_1"] = "Điểm Bảng Xếp Hạng:\nTrong sự kiện, tham gia Đấu Trường, được nhận một số Điểm dựa theo cấp bậc và kết quả chiến đấu, rồi tiến hành xếp hạng dựa theo Điểm.\n\n Đồng 2: Thắng {0} điểm, thua {1} điểm;\n Đồng 1: Thắng {0} điểm, thua {1} điểm;\n Bạc 4: Thắng {0} điểm, thua {1} điểm;\n Bạc 3: Thắng {0} điểm, thua {1} điểm;\n Bạc 2: Thắng {0} điểm, thua {1} điểm;\n Bạc 1: Thắng {0} điểm, thua {1} điểm;\n Vàng 5: Thắng {0} điểm, thua {1} điểm;\n Vàng 4: Thắng {0} điểm, thua {1} điểm;\n Vàng 3: Thắng {0} điểm, thua {1} điểm;\n Vàng 2: Thắng {0} điểm, thua {1} điểm;\n Vàng 1: Thắng {0} điểm, thua {1} điểm;\n\nChú ý: 1 ngày cuối cùng của sự kiện, tham gia Đấu Trường sẽ không tính điểm, chỉ hiển thị xếp hạng.\n\n Quy tắc chia nhóm BXH:\nSau khi mở sự kiện, cứ 2 ngày chia nhóm 1 lần, xếp hạng dựa theo số điểm trong 2 ngày này của người chơi, các nhà thám hiểm có thể nhận thưởng xếp hạng trong \"BXH Vòng Trước\" ở ngày thứ 3.", + ["ACT_TOURN_ARENEA_HELP_2"] = "Điểm Bảng Xếp Hạng:\nTrong sự kiện, tham gia Đấu Trường, được nhận một số Điểm dựa theo cấp bậc và kết quả chiến đấu, rồi tiến hành xếp hạng dựa theo Điểm.\n\n Đồng 2: Thắng {0} điểm, thua {1} điểm;\n Đồng 1: Thắng {0} điểm, thua {1} điểm;\n Bạc 4: Thắng {0} điểm, thua {1} điểm;\n Bạc 3: Thắng {0} điểm, thua {1} điểm;\n Bạc 2: Thắng {0} điểm, thua {1} điểm;\n Bạc 1: Thắng {0} điểm, thua {1} điểm;\n Vàng 5: Thắng {0} điểm, thua {1} điểm;\n Vàng 4: Thắng {0} điểm, thua {1} điểm;\n Vàng 3: Thắng {0} điểm, thua {1} điểm;\n Vàng 2: Thắng {0} điểm, thua {1} điểm;\n Vàng 1: Thắng {0} điểm, thua {1} điểm;\n\nChú ý: 1 ngày cuối cùng của sự kiện, tham gia Đấu Trường sẽ không tính điểm, chỉ hiển thị xếp hạng.\n\n Quy tắc chia nhóm BXH:\nSau khi mở sự kiện, cứ 2 ngày chia nhóm 1 lần, xếp hạng dựa theo số điểm trong 2 ngày này của người chơi, các nhà thám hiểm có thể nhận thưởng xếp hạng trong \"BXH Vòng Trước\" ở ngày thứ 3.", ["ACT_TOURN_WAVE_DESC_4"] = "Quà Tặng", ["EVENT_COUNTDOWN"] = "Sự kiện đếm ngược:", } diff --git a/lua/app/config/strings/zh/global.lua b/lua/app/config/strings/zh/global.lua index afa99b74..caae61dd 100644 --- a/lua/app/config/strings/zh/global.lua +++ b/lua/app/config/strings/zh/global.lua @@ -631,7 +631,8 @@ local localization_global = ["ACT_TOURN_WAVE_BTN_3"] = "排行榜獎勵", ["ACT_TOURN_ARENEA_TITLE"] = "競技場錦標賽", ["ACT_TOURN_ARENEA_DESC_1"] = "參與競技場,可獲得戰令獎勵!", - ["ACT_TOURN_ARENEA_HELP"] = "排行榜積分:\n活動期間,參與競技場,依排位及戰鬥結果,可獲得若干積分,排行榜依積分排行。 \n\n 青銅2:勝利{0}分,失敗{1}分;\n 青銅1:勝利{0}分,失敗{1}分;\n 白銀4:勝利{0}分,失敗{1}分;\n 白銀3:勝利{0}分,失敗{1}分;\n 白銀2:勝利{0}分,失敗{1}分;\n 白銀1:勝利{0}分,失敗{1}分;\n 黃金5:勝利{0}分,失敗{1}分;\n 黃金4:勝利{0}分,失敗{1}分;\n 黃金3:勝利{0}分,失敗{1}分;\n 黃金2:勝利{0}分,失敗{1}分;\n 黃金1:勝利{0}分,失敗{1}分;\n\n注意:活動最後1天,參與競技場不再計入積分,僅顯示排名。 \n\n 排行榜分組規則:\n活動開啟後,每2天進行一次分組,根據玩家在2天內的積分數進行排名,冒險家們可於第3天在「上輪排行榜」中,領取排行獎勵。", + ["ACT_TOURN_ARENEA_HELP_1"] = "排行榜積分:\n活動期間,參與競技場,依排位及戰鬥結果,可獲得若干積分,排行榜依積分排行。 \n\n 青銅2:勝利{0}分,失敗{1}分;\n 青銅1:勝利{0}分,失敗{1}分;\n 白銀4:勝利{0}分,失敗{1}分;\n 白銀3:勝利{0}分,失敗{1}分;\n 白銀2:勝利{0}分,失敗{1}分;\n 白銀1:勝利{0}分,失敗{1}分;\n 黃金5:勝利{0}分,失敗{1}分;\n 黃金4:勝利{0}分,失敗{1}分;\n 黃金3:勝利{0}分,失敗{1}分;\n 黃金2:勝利{0}分,失敗{1}分;\n 黃金1:勝利{0}分,失敗{1}分;\n\n注意:活動最後1天,參與競技場不再計入積分,僅顯示排名。 \n\n 排行榜分組規則:\n活動開啟後,每2天進行一次分組,根據玩家在2天內的積分數進行排名,冒險家們可於第3天在「上輪排行榜」中,領取排行獎勵。", + ["ACT_TOURN_ARENEA_HELP_2"] = "排行榜積分:\n活動期間,參與競技場,依排位及戰鬥結果,可獲得若干積分,排行榜依積分排行。 \n\n 青銅2:勝利{0}分,失敗{1}分;\n 青銅1:勝利{0}分,失敗{1}分;\n 白銀4:勝利{0}分,失敗{1}分;\n 白銀3:勝利{0}分,失敗{1}分;\n 白銀2:勝利{0}分,失敗{1}分;\n 白銀1:勝利{0}分,失敗{1}分;\n 黃金5:勝利{0}分,失敗{1}分;\n 黃金4:勝利{0}分,失敗{1}分;\n 黃金3:勝利{0}分,失敗{1}分;\n 黃金2:勝利{0}分,失敗{1}分;\n 黃金1:勝利{0}分,失敗{1}分;\n\n注意:活動最後1天,參與競技場不再計入積分,僅顯示排名。 \n\n 排行榜分組規則:\n活動開啟後,每2天進行一次分組,根據玩家在2天內的積分數進行排名,冒險家們可於第3天在「上輪排行榜」中,領取排行獎勵。", ["ACT_TOURN_WAVE_DESC_4"] = "禮包", ["EVENT_COUNTDOWN"] = "活動倒數:", } diff --git a/lua/app/ui/activity/tourn_arena/cell/tourn_arena_bounty_cell.lua b/lua/app/ui/activity/tourn_arena/cell/tourn_arena_bounty_cell.lua index 100d63f2..290d5ab8 100644 --- a/lua/app/ui/activity/tourn_arena/cell/tourn_arena_bounty_cell.lua +++ b/lua/app/ui/activity/tourn_arena/cell/tourn_arena_bounty_cell.lua @@ -6,12 +6,28 @@ function TournArenaBountyCell:init() self.rewardCell1 = uiMap["tourn_arena_bounty_cell.reward_cell_1"]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.REWARD_CELL) self.rewardCell2 = uiMap["tourn_arena_bounty_cell.reward_cell_2"]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.REWARD_CELL) self.rewardCell3 = uiMap["tourn_arena_bounty_cell.reward_cell_3"]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.REWARD_CELL) + self.prog = uiMap["tourn_arena_bounty_cell.progress"] + self.imgProg = uiMap["tourn_arena_bounty_cell.progress.img_prog"]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER) end function TournArenaBountyCell:refresh(level, id) self.id = id self.txLevel:setText(DataManager.TournArenaData:getLevelTotalScore(level)) + -- 进度条显示 + local helf = self:getBaseObject():getSizeDeltaY() / 2 + if level == 1 then + self.prog:setAnchoredPositionY(-helf) + self.prog:setSizeDeltaY(helf) + elseif level == DataManager.TournArenaData:getBountyMaxLevel() then + self.prog:setAnchoredPositionY(0) + self.prog:setSizeDeltaY(helf) + else + self.prog:setAnchoredPositionY(0) + self.prog:setSizeDeltaY(self:getBaseObject():getSizeDeltaY()) + end + self.imgProg.value = DataManager.TournArenaData:getBountyProgress(level) + local isGet isGet = DataManager.TournArenaData:isReceivedBountyReward(level, GConst.TournArenaConst.BOUNTY_GRADE_TYPE.FREE) diff --git a/lua/app/ui/activity/tourn_arena/tourn_arena_bounty_comp.lua b/lua/app/ui/activity/tourn_arena/tourn_arena_bounty_comp.lua index 43a8f9ec..4f4993a8 100644 --- a/lua/app/ui/activity/tourn_arena/tourn_arena_bounty_comp.lua +++ b/lua/app/ui/activity/tourn_arena/tourn_arena_bounty_comp.lua @@ -15,8 +15,6 @@ function TournArenaBountyComp:init() self.txBuy2 = uiMap["bounty_panel.title.buy2.btn_buy.tx_buy"] self.scrollrectComp = uiMap["bounty_panel.list_bounty"]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.SCROLL_RECT_BASE) - self.progLevel = uiMap["bounty_panel.list_bounty.viewport.content.prog"] - self.imgProgLevel = uiMap["bounty_panel.list_bounty.viewport.content.prog.img_prog"]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER) self.maskLevel = uiMap["bounty_panel.list_bounty.viewport.content.mask_img"] self.lineLevel = uiMap["bounty_panel.list_bounty.viewport.content.line"] self.btnBuyLevel = uiMap["bounty_panel.list_bounty.viewport.content.line.btn_buy_level"] @@ -76,7 +74,6 @@ function TournArenaBountyComp:refresh(notUpdatePos) local maxLevel = DataManager.TournArenaData:getBountyMaxLevel() local curLevel = DataManager.TournArenaData:getBountyLevel() local topRecoveryOffset = self.scrollrectComp:getTopRecoveryOffset() - local downRecoveryOffset = self.scrollrectComp:getDownRecoveryOffset() local cellHeight = self.scrollrectComp:getCellHeight() if curLevel >= maxLevel then self.lineLevel:setVisible(false) @@ -84,12 +81,6 @@ function TournArenaBountyComp:refresh(notUpdatePos) self.lineLevel:setVisible(true) self.lineLevel:setAnchoredPositionY(-topRecoveryOffset - curLevel * cellHeight) end - self.progLevel:setAnchoredPositionY((topRecoveryOffset + downRecoveryOffset) / 2 - cellHeight / 2 - 40) - self.progLevel:setSizeDeltaY(cellHeight * (maxLevel - 1) - 40) - - local prog = (curLevel - 1) / #DataManager.TournArenaData:getBountyIdList() - prog = prog + (DataManager.TournArenaData:getBountyLevelScore() / DataManager.TournArenaData:getLevelTotalScore(#DataManager.TournArenaData:getBountyIdList())) - self.imgProgLevel.value = prog self.maskLevel:setAnchoredPositionY(-topRecoveryOffset - curLevel * cellHeight) self.maskLevel:setSizeDeltaY(cellHeight * maxLevel + GConst.UI_SCREEN_HEIGHT) self.scrollrectComp:updateAllCell() diff --git a/lua/app/ui/activity/tourn_arena/tourn_arena_rank_comp.lua b/lua/app/ui/activity/tourn_arena/tourn_arena_rank_comp.lua index 543c5982..f9a1cc62 100644 --- a/lua/app/ui/activity/tourn_arena/tourn_arena_rank_comp.lua +++ b/lua/app/ui/activity/tourn_arena/tourn_arena_rank_comp.lua @@ -61,10 +61,15 @@ function TournArenaRankComp:init() end) self.btnHelp:addClickListener(function() + local str = I18N:getGlobalText(I18N.GlobalConst.ACT_TOURN_ARENEA_HELP_1) .. "\n" + for id, data in ipairs(ConfigManager:getConfig("activity_tourn_arena_point")) do + str = str .. "\n" .. I18N:getGlobalText(I18N.GlobalConst.ACT_TOURN_ARENEA_HELP_2, I18N:getGlobalText(I18N.GlobalConst["ARENA_RANKNAME_" .. id]), data.point_win, data.point_lose) + end + local params = { type = GConst.TipsConst.HELP_TIPS_TYPE.ARENA, title = I18N:getGlobalText(I18N.GlobalConst.COLLECTION_DESC_11), - desc = I18N:getGlobalText(I18N.GlobalConst.ACT_TOURN_ARENEA_HELP), + desc = str, } ModuleManager.TipsManager:showHelpTips(params) end) diff --git a/lua/app/ui/activity/tourn_wave/cell/tourn_wave_bounty_cell.lua b/lua/app/ui/activity/tourn_wave/cell/tourn_wave_bounty_cell.lua index d6a2b1f6..df892e4d 100644 --- a/lua/app/ui/activity/tourn_wave/cell/tourn_wave_bounty_cell.lua +++ b/lua/app/ui/activity/tourn_wave/cell/tourn_wave_bounty_cell.lua @@ -6,12 +6,28 @@ function TournWaveBountyCell:init() self.rewardCell1 = uiMap["tourn_wave_bounty_cell.reward_cell_1"]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.REWARD_CELL) self.rewardCell2 = uiMap["tourn_wave_bounty_cell.reward_cell_2"]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.REWARD_CELL) self.rewardCell3 = uiMap["tourn_wave_bounty_cell.reward_cell_3"]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.REWARD_CELL) + self.prog = uiMap["tourn_wave_bounty_cell.progress"] + self.imgProg = uiMap["tourn_wave_bounty_cell.progress.img_prog"]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER) end function TournWaveBountyCell:refresh(level, id) self.id = id self.txLevel:setText(DataManager.TournWaveData:getLevelTotalScore(level)) + -- 进度条显示 + local helf = self:getBaseObject():getSizeDeltaY() / 2 + if level == 1 then + self.prog:setAnchoredPositionY(-helf) + self.prog:setSizeDeltaY(helf) + elseif level == DataManager.TournWaveData:getBountyMaxLevel() then + self.prog:setAnchoredPositionY(0) + self.prog:setSizeDeltaY(helf) + else + self.prog:setAnchoredPositionY(0) + self.prog:setSizeDeltaY(self:getBaseObject():getSizeDeltaY()) + end + self.imgProg.value = DataManager.TournWaveData:getBountyProgress(level) + local isGet isGet = DataManager.TournWaveData:isReceivedBountyReward(level, GConst.TournWaveConst.BOUNTY_GRADE_TYPE.FREE) diff --git a/lua/app/ui/activity/tourn_wave/tourn_wave_bounty_comp.lua b/lua/app/ui/activity/tourn_wave/tourn_wave_bounty_comp.lua index b773b1d8..25b5b480 100644 --- a/lua/app/ui/activity/tourn_wave/tourn_wave_bounty_comp.lua +++ b/lua/app/ui/activity/tourn_wave/tourn_wave_bounty_comp.lua @@ -16,8 +16,6 @@ function TournWaveBountyComp:init() self.txBuy2 = uiMap["bounty_panel.title.buy2.btn_buy.tx_buy"] self.scrollrectComp = uiMap["bounty_panel.list_bounty"]:addLuaComponent(GConst.TYPEOF_LUA_CLASS.SCROLL_RECT_BASE) - self.progLevel = uiMap["bounty_panel.list_bounty.viewport.content.prog"] - self.imgProgLevel = uiMap["bounty_panel.list_bounty.viewport.content.prog.img_prog"]:getComponent(GConst.TYPEOF_UNITY_CLASS.BF_SLIDER) self.maskLevel = uiMap["bounty_panel.list_bounty.viewport.content.mask_img"] self.lineLevel = uiMap["bounty_panel.list_bounty.viewport.content.line"] self.btnBuyLevel = uiMap["bounty_panel.list_bounty.viewport.content.line.btn_buy_level"] @@ -85,7 +83,6 @@ function TournWaveBountyComp:refresh(notUpdatePos) local maxLevel = DataManager.TournWaveData:getBountyMaxLevel() local curLevel = DataManager.TournWaveData:getBountyLevel() local topRecoveryOffset = self.scrollrectComp:getTopRecoveryOffset() - local downRecoveryOffset = self.scrollrectComp:getDownRecoveryOffset() local cellHeight = self.scrollrectComp:getCellHeight() if curLevel >= maxLevel then self.lineLevel:setVisible(false) @@ -93,12 +90,6 @@ function TournWaveBountyComp:refresh(notUpdatePos) self.lineLevel:setVisible(true) self.lineLevel:setAnchoredPositionY(-topRecoveryOffset - curLevel * cellHeight) end - self.progLevel:setAnchoredPositionY((topRecoveryOffset + downRecoveryOffset) / 2 - cellHeight / 2 - 40) - self.progLevel:setSizeDeltaY(cellHeight * (maxLevel - 1) - 40) - - local prog = (curLevel - 1) / #DataManager.TournWaveData:getBountyIdList() - prog = prog + (DataManager.TournWaveData:getBountyLevelScore() / DataManager.TournWaveData:getLevelTotalScore(#DataManager.TournWaveData:getBountyIdList())) - self.imgProgLevel.value = prog self.maskLevel:setAnchoredPositionY(-topRecoveryOffset - curLevel * cellHeight) self.maskLevel:setSizeDeltaY(cellHeight * maxLevel + GConst.UI_SCREEN_HEIGHT) self.scrollrectComp:updateAllCell() diff --git a/lua/app/userdata/activity/tourn_arena/tourn_arena_data.lua b/lua/app/userdata/activity/tourn_arena/tourn_arena_data.lua index cc789b7b..06c52f73 100644 --- a/lua/app/userdata/activity/tourn_arena/tourn_arena_data.lua +++ b/lua/app/userdata/activity/tourn_arena/tourn_arena_data.lua @@ -331,6 +331,54 @@ function TournArenaData:isReceivedBountyReward(level, grade) end end +-- 获取奖励档位收集进度 +function TournArenaData:getBountyProgress(level) + local cur = self:getBountyTotalScore() + local rangeMin = self:getBountyLevelRangeMin(level) + local rangeMax = self:getBountyLevelRangeMax(level) + -- Logger.logHighlight(level.."范围:"..rangeMin.."->"..rangeMax) + + if cur >= rangeMax then + -- 超过进度条 + return 1 + elseif cur < rangeMin then + --低于进度条 + return -1 + elseif cur == rangeMin then + -- 进度最低值 + return 0 + else + -- 在进度条范围内 + return (cur - rangeMin) / (rangeMax - rangeMin) + end +end + +-- 获取档位范围最低值 +function TournArenaData:getBountyLevelRangeMin(level) + local rangeMin = 0 + local curScore = self:getLevelTotalScore(level) + local lastScore = self:getLevelTotalScore(level - 1) + if lastScore > 0 then + rangeMin = curScore - math.floor((curScore - lastScore) / 2) + else + rangeMin = curScore / 2 + end + return rangeMin +end + +-- 获取档位范围最高值 +function TournArenaData:getBountyLevelRangeMax(level) + local rangeMax = 0 + local curScore = self:getLevelTotalScore(level) + local nextScore = self:getLevelTotalScore(level + 1) + if nextScore > 0 then + rangeMax = curScore + math.floor((nextScore - curScore) / 2) + else + rangeMax = curScore + end + return rangeMax +end + -- 战令奖励领取成功 function TournArenaData:onReceivedBountyReward(successMap) for id, grade in pairs(successMap) do diff --git a/lua/app/userdata/activity/tourn_wave/tourn_wave_data.lua b/lua/app/userdata/activity/tourn_wave/tourn_wave_data.lua index b2e0b5d9..6181145d 100644 --- a/lua/app/userdata/activity/tourn_wave/tourn_wave_data.lua +++ b/lua/app/userdata/activity/tourn_wave/tourn_wave_data.lua @@ -347,6 +347,54 @@ function TournWaveData:isReceivedBountyReward(level, grade) end end +-- 获取奖励档位收集进度 +function TournWaveData:getBountyProgress(level) + local cur = self:getBountyTotalScore() + local rangeMin = self:getBountyLevelRangeMin(level) + local rangeMax = self:getBountyLevelRangeMax(level) + -- Logger.logHighlight(level.."范围:"..rangeMin.."->"..rangeMax) + + if cur >= rangeMax then + -- 超过进度条 + return 1 + elseif cur < rangeMin then + --低于进度条 + return -1 + elseif cur == rangeMin then + -- 进度最低值 + return 0 + else + -- 在进度条范围内 + return (cur - rangeMin) / (rangeMax - rangeMin) + end +end + +-- 获取档位范围最低值 +function TournWaveData:getBountyLevelRangeMin(level) + local rangeMin = 0 + local curScore = self:getLevelTotalScore(level) + local lastScore = self:getLevelTotalScore(level - 1) + if lastScore > 0 then + rangeMin = curScore - math.floor((curScore - lastScore) / 2) + else + rangeMin = curScore / 2 + end + return rangeMin +end + +-- 获取档位范围最高值 +function TournWaveData:getBountyLevelRangeMax(level) + local rangeMax = 0 + local curScore = self:getLevelTotalScore(level) + local nextScore = self:getLevelTotalScore(level + 1) + if nextScore > 0 then + rangeMax = curScore + math.floor((nextScore - curScore) / 2) + else + rangeMax = curScore + end + return rangeMax +end + -- 战令奖励领取成功 function TournWaveData:onReceivedBountyReward(successMap) Logger.logHighlight("战令奖励领取成功")