1.优化奖励配置设置
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@@ -8,17 +8,18 @@
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"tabIndex": "Reward Index",
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"tabBigwin": "Big Win Weights",
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"tipIndex": "Dice points must be between 5 and 30 and unique in this table.",
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"tierRecommendRules": "[Settlement vs tier] Settlement < 0 → T4; 0 < Settlement < 1 → T3; 1 < Settlement < 2 → T2; Settlement > 2 → T1; T5 “try again” settlement = 0. Set a unified settlement standard per tier below; values are written on generation and can be edited row by row in the table.",
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"tierRecommendRules": "[Settlement vs tier] T1 (big prize): >2; T2 (small win): 2≥amount>1; T3 (rake): 1≥amount>0; T4 (try again): =0; T5 (penalty): 0>amount. Set recommended settlement per tier below. The Tier column is auto-calculated from settlement and cannot be edited manually.",
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"tierRecommendRealEv": "Recommended settlement",
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"tierRecommendAutoMatch": "Auto-match tier when settlement changes",
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"tierRecommendApplyAmount": "Fill recommended amount for rows with tier set",
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"tierRecommendApplyAmountOk": "Filled recommended settlement for {n} row(s)",
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"tierRecommendNoTierRows": "Set tier T1–T5 on table rows first",
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"tierRecommendNoTierRows": "No rows with a tier inferable from settlement",
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"tierRecommendMatchTier": "Match all tiers from settlement",
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"tierRecommendMatchTierOk": "Matched tier for {n} row(s) from settlement",
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"tierRecommendMatchTierNone": "No rows to match",
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"tierRecommendT5UiText": "再来一次",
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"tierRecommendT5UiTextEn": "Once again",
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"tierRecommendT4UiText": "再来一次",
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"tierRecommendT4UiTextEn": "Once again",
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"colTierAutoHint": "Auto-matched from settlement",
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"tipBigwin": "Left to right: big-win points (read-only), display text, real EV, remark, weight (0~10000). Points 5 and 30 are fixed at 100%. This tab saves big-win weights only.",
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"colId": "Index (id)",
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"colDicePoints": "Dice Points",
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@@ -47,6 +48,18 @@
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"confirmCreateRefMsg": "Create reward reference by rule: start_index is the id of the cell for grid_number in reward config; clockwise end_index=(start_index+roll)%26; counter-clockwise end_index=start_index-roll if >=0 else 26+start_index-roll. Existing data will be cleared, then 26 points (5–30) for both directions will be generated. Continue?",
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"confirmCreateRefOk": "Create",
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"confirmCreateRefCancel": "Cancel",
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"createRefPreviewTitle": "Create Reward Reference Preview",
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"createRefPreviewClockwise": "Clockwise",
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"createRefPreviewCounterclockwise": "Counter-clockwise",
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"createRefPreviewTipUnchanged": "Dice points mapping is unchanged: weights in the preview are reused from current dice_reward; importing will not override existing weights.",
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"createRefPreviewTipChanged": "Dice points mapping has changed: preview weights use the default value (1). After importing, adjust weights in the Dice Reward page if needed.",
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"createRefPreviewSkipped": "{n} dice point(s) are missing in the reward index and were skipped (please complete all 26 points from 5 to 30).",
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"createRefPreviewRefresh": "Refresh preview",
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"createRefPreviewImport": "Import",
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"createRefPreviewImportOk": "Imported reward reference",
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"createRefPreviewImportNoop": "Mapping unchanged, nothing to import (existing weights kept)",
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"createRefPreviewDiff": "Diff (old → new)",
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"createRefPreviewNoDiff": "No change",
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"createRefSuccess": "Created for 26 dice points (5–30), clockwise + counter-clockwise: clockwise added {cwNew}, counter-clockwise added {ccwNew}; clockwise updated {cwUp}, counter-clockwise updated {ccwUp}{skippedPart}",
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"createRefSuccessSkipped": "; {n} point(s) used fallback start index",
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"createRefSuccessSimple": "Created successfully",
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@@ -65,21 +78,21 @@
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"infoNoBigwin": "No BIGWIN rows. Set tier to BIGWIN in the Reward Index tab first.",
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"btnRuleGenerate": "Generate by rules",
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"ruleGenerateTitle": "Generate reward index by rules",
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"ruleGenerateRules": "[Generation logic (same as Create Reward Reference)]\n• 26 cells ordered by id ascending are positions 0–25; each row’s grid_number is 5–30 and unique.\n• Roll D (5–30): start at the cell whose grid_number equals D (start_index); clockwise landing = (start position + D) mod 26; counter-clockwise = start − D (if negative, +26).\n• Each reference row’s “dice points” column is the roll D; tier / real_ev / display text come from the config at the landing id.\n\n[Leopard rolls]\nFor rolls 5, 10, 15, 20, 25, 30, clockwise and counter-clockwise landing tiers must NOT be T4 or T5 (avoid leopard roll + penalty / once again).\n\n[Settlement amount vs tier]\nSettlement < 0 → T4; 0 < Settlement < 1 → T3; 1 < Settlement < 2 → T2; Settlement > 2 → T1; T5 “once again” settlement = 0. You can set a unified settlement standard for each tier below; generated rows write those values into the config, and details can be edited later in the table.\n\n[Inputs in this dialog]\nCount: T1/T4/T5 are fixed; T2 is minimum. Clockwise and counter-clockwise weighted counts (each roll result counts once) must each satisfy the entered values; T1, T4, and T5 are entered separately.\nSettlement standard: all cells in the same tier use the same value. On generation, T1–T4 use ui_text / ui_text_en = settlement real_ev; T5 is fixed to \"再来一次\" / \"Once again\". Remarks still distinguish break-even / small win, etc.",
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"ruleGenerateRules": "[Generation logic (same as Create Reward Reference)]\n• 26 cells ordered by id ascending are positions 0–25; each row’s grid_number is 5–30 and unique.\n• Roll D (5–30): start at the cell whose grid_number equals D (start_index); clockwise landing = (start position + D) mod 26; counter-clockwise = start − D (if negative, +26).\n• Each reference row’s “dice points” column is the roll D; tier / real_ev / display text come from the config at the landing id.\n\n[Leopard rolls]\nFor rolls 5, 10, 15, 20, 25, 30, clockwise and counter-clockwise landing tiers must NOT be T4 or T5 (avoid leopard roll + try again / penalty).\n\n[Settlement vs tier]\nT1: >2; T2: 2≥amount>1; T3: 1≥amount>0; T4: =0; T5: 0>amount. Set recommended settlement per tier below.\n\n[Inputs in this dialog]\nCount: T1/T4/T5 are fixed; T2 is minimum. Clockwise and counter-clockwise weighted counts must each satisfy the entered values.\nSettlement standard: same tier uses the same value. T1–T3 and T5 use ui_text = settlement; T4 is fixed to \"再来一次\" / \"Once again\".",
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"ruleGenT1Row": "T1 (big prize)",
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"ruleGenT2Row": "T2 (small win / break-even)",
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"ruleGenT3RealEvOnly": "T3 (rake)",
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"ruleGenT4Row": "T4 (penalty)",
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"ruleGenT5Row": "T5 (try again)",
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"ruleGenT4Row": "T4 (try again)",
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"ruleGenT5Row": "T5 (penalty)",
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"ruleGenMinCount": "Min count",
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"ruleGenFixedCount": "Fixed count (CW & CCW)",
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"ruleGenRealEvStd": "real_ev standard",
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"ruleGenRealEvEditHint": "After saving, you can still edit display text, EN, real_ev and remarks per row in the table above.",
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"ruleGenInvalidT1RealEv": "T1 settlement amount must satisfy: value > 2",
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"ruleGenInvalidT2RealEv": "T2 settlement amount must satisfy: 1 < value < 2",
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"ruleGenInvalidT3RealEv": "T3 settlement amount must satisfy: 0 < value < 1",
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"ruleGenInvalidT4RealEv": "T4 settlement amount must satisfy: value < 0",
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"ruleGenInvalidT5RealEv": "T5 “try again” real_ev must be 0",
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"ruleGenInvalidT1RealEv": "T1 (big prize) settlement must satisfy: value > 2",
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"ruleGenInvalidT2RealEv": "T2 (small win) settlement must satisfy: 1 < value ≤ 2",
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"ruleGenInvalidT3RealEv": "T3 (rake) settlement must satisfy: 0 < value ≤ 1",
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"ruleGenInvalidT4RealEv": "T4 (try again) settlement must be 0",
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"ruleGenInvalidT5RealEv": "T5 (penalty) settlement must satisfy: value < 0",
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"ruleGenT1Min": "T1 fixed count (CW & CCW)",
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"ruleGenT2Min": "T2 min (CW & CCW)",
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"ruleGenT4Max": "T4 fixed count (CW & CCW)",
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