Translations:ZCatch/23/zh: Difference between revisions

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Created page with "捕获模式迎来黎明,此时在该回合捕获5人的玩家获得胜利。在榴弹时期的某一时刻,Savander分叉了Teelevision的捕获模式:引入一个基础排名系统、增加获胜需要人数至10、翻转皮肤颜色变化为从红到蓝(显示玩家已捕获0-15人)。由此捕获模式立即风靡于DDNet服务器。在这之后Teelevision也引入了原本捕获5人的规则下的排名系统。"
 
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捕获模式迎来黎明,此时在回合捕获5人的玩家获得胜利。在榴弹时期的某一时刻,Savander分叉了Teelevision的捕获模式:引入一个基础排名系统、增加获胜需要数至10、翻转皮肤颜色变化为从红到蓝(示玩家获0-15人)。此捕获模式立即风靡于DDNet服务器。在这之后Teelevision也引入了原本捕获5人的规则下的排名系统。
捕获模式似乎迎来新的黎明,此时规则为在回合内累计捕获5人的玩家获得胜利。在榴弹时期,Savander再度分叉了Teelevision的捕获模式:引入一个基础排名系统、获胜条件增加为10人、翻转皮肤颜色变化为从红到蓝渐变玩家捕获人数从0到15人)。此捕获模式风靡于DDNet服务器。在这之后Teelevision也引入了原本捕获5人的规则下的排名系统。

Latest revision as of 12:44, 24 November 2023

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Message definition (ZCatch)
Since the dawn of zCatch, the minimal number of needed players in order to be able to win a round was 5. At some point in the grenade launcher era, Savander forked Teelevision's zCatch and introduced a basic ranking system while also increasing the number of people required to win a round to 10 and reversing the color transitions to be from red to blue (0 players caught to 15 players caught). This shifted popularity towards the DDNet zCatch servers. Afterwards Teelevision also introduced a ranking system while keeping the number of required players to win a round at 5.

捕获模式似乎迎来新的黎明,此时规则为在回合内累计捕获5人的玩家将获得胜利。而在榴弹时期,Savander再度分叉了Teelevision的捕获模式:引入一个基础排名系统、获胜条件增加为10人、翻转皮肤颜色变化为从红到蓝渐变(表示此玩家捕获人数从0到15人)。此后捕获模式风靡于DDNet服务器。在这之后Teelevision也引入了原本捕获5人的规则下的排名系统。