feedback5: the Japanese game texts keep what the JP client writes like the Chinese — build-i18n's ja test is 'native' (a text identical to the Chinese is the client's own when every Han character of it appears in the client's translated texts: 炎 / 不屈 / 助力 / 速射手 stay, 甄选干员 is still untranslated), so the bonds 炎, 不屈 and 助力 no longer show their English names in a Japanese interface; data/i18n/ja.json rebuilt (97.5 %, bonds 100 %) and zh-TW.json (the UI pack's emote names); the CJK font stack follows <html lang> (Japanese kanji, Traditional Chinese, a Korean face); the lobby's difficulty lines drop the JP bullet ・ too; golden unchanged
This commit is contained in:
1 parent
9adda00c73
commit
818d070668
6 files changed
+71
-13
No files matched your search
@@ -95,7 +95,7 @@ export function difficultyInfo(roomMode, difficulty) {
|
||||
// modeIdFor() lower-cases the difficulty: never call it with a value the server did not validate.
|
||||
const m = DIFFICULTIES.includes(difficulty) ? getMode(modeIdFor(roomMode, difficulty)) : null;
|
||||
const effects = Array.isArray(m?.effectDescList)
|
||||
? m.effectDescList.map((e) => String(e).replace(/^[·•\s]+/, '')).filter(Boolean)
|
||||
? m.effectDescList.map((e) => String(e).replace(/^[·•・・\s]+/, '')).filter(Boolean)
|
||||
: fallback.effects.map((e) => t(e));
|
||||
const rounds = Number.isFinite(m?.lastRound) ? m.lastRound : roomMode === 'solo' && difficulty === 'FUNNY' ? 9 : 14;
|
||||
return {
|
||||
|
||||
Reference in new issue
Block a user