diff --git a/projects/1.20/assets/ars-elemental/ars_elemental/lang/en_us.json b/projects/1.20/assets/ars-elemental/ars_elemental/lang/en_us.json new file mode 100644 index 000000000000..dbf381b03890 --- /dev/null +++ b/projects/1.20/assets/ars-elemental/ars_elemental/lang/en_us.json @@ -0,0 +1,356 @@ +{ + "itemGroup.ars_elemental": "Ars Elemental", + "ars_elemental.perk.summon_power": "Summon Power", + "ars_elemental.perk.summon_power.desc": "Increases the damage of summoned creatures.", + "item.ars_elemental.spell_horn": "Enchanter's Horn", + "item.ars_elemental.fire_focus": "Focus of Fire", + "item.ars_elemental.water_focus": "Focus of Water", + "item.ars_elemental.air_focus": "Focus of Air", + "item.ars_elemental.earth_focus": "Focus of Earth", + "item.ars_elemental.lesser_fire_focus": "Lesser Focus of Fire", + "item.ars_elemental.lesser_water_focus": "Lesser Focus of Water", + "item.ars_elemental.lesser_air_focus": "Lesser Focus of Air", + "item.ars_elemental.lesser_earth_focus": "Lesser Focus of Earth", + "item.ars_elemental.necrotic_focus": "Focus of Necromancy", + "item.ars_elemental.base_bangle": "Enchanter's Bangle", + "item.ars_elemental.fire_bangle": "Fire Bangle", + "item.ars_elemental.water_bangle": "Water Bangle", + "item.ars_elemental.air_bangle": "Air Bangle", + "item.ars_elemental.earth_bangle": "Earth Bangle", + "item.ars_elemental.summon_bangle": "Summoner's Bangle", + "item.ars_elemental.anima_bangle": "Anima Bangle", + "item.ars_elemental.fire_caster_tome": "Caster Tome of Fire", + "item.ars_elemental.water_caster_tome": "Caster Tome of Water", + "item.ars_elemental.air_caster_tome": "Caster Tome of Air", + "item.ars_elemental.earth_caster_tome": "Caster Tome of Earth", + "item.ars_elemental.anima_caster_tome": "Caster Tome of Anima", + "item.ars_elemental.manipulation_caster_tome": "Caster Tome of Manipulation", + "tooltip.ars_elemental.caster_tome": "Mimics the abilities of a school focus.", + "item.ars_elemental.siren_shards": "Siren Token", + "item.ars_elemental.siren_charm": "Siren Charm", + "item.ars_elemental.firenando_charm": "Flarecannon Charm", + "item.ars_elemental.curio_bag": "Trinkets Pouch", + "item.ars_elemental.caster_bag": "Spellcaster Bag", + "item.ars_elemental.debug": "Focus of Debug", + "item.ars_elemental.mark_of_mastery": "Mark of Mastery", + "item.ars_elemental.anima_essence": "Anima Essence", + "item.ars_elemental.flashpine_pod": "Flashpine", + "item.ars_elemental.thread_shock": "Shocking", + "item.ars_elemental.thread_spore": "Spores", + "item.ars_elemental.thread_summon": "Summoning", + "item.ars_elemental.arc_prism_lens": "Arc Prism Lens", + "item.ars_elemental.homing_prism_lens": "Homing Prism Lens", + "item.ars_elemental.rainbow_prism_lens": "Rainbow Prism Lens", + "item.ars_elemental.acceleration_prism_lens": "Acceleration Prism Lens", + "item.ars_elemental.deceleration_prism_lens": "Deceleration Prism Lens", + "item.ars_elemental.piercing_prism_lens": "Piercing Prism Lens", + "block.ars_elemental.water_upstream": "Bubble Current Elevator", + "block.ars_elemental.magma_upstream": "Magmatic Current Elevator", + "block.ars_elemental.air_upstream": "Slipstream Current Elevator", + "block.ars_elemental.everfull_urn": "Urn of Endless Waters", + "block.ars_elemental.mermaid_rock": "Siren Shrine", + "block.ars_elemental.spell_mirror": "Spell Mirror", + "block.ars_elemental.advanced_prism": "Advanced Spell Prism", + "block.ars_elemental.yellow_archwood": "Flashing Archwood Wood", + "block.ars_elemental.yellow_archwood_log": "Flashing Archwood Log", + "block.ars_elemental.stripped_yellow_archwood": "Stripped Flashing Archwood Wood", + "block.ars_elemental.stripped_yellow_archwood_log": "Stripped Flashing Archwood Log", + "block.ars_elemental.yellow_archwood_sapling": "Flashing Archwood Sapling", + "block.ars_elemental.yellow_archwood_leaves": "Flashing Archwood Leaves", + "block.ars_elemental.spore_blossom_up": "Spore Blossom (ground)", + "block.ars_elemental.fire_turret": "Fire Infused Turret", + "block.ars_elemental.water_turret": "Water Infused Turret", + "block.ars_elemental.air_turret": "Air Infused Turret", + "block.ars_elemental.earth_turret": "Earth Infused Turret", + "block.ars_elemental.manipulation_turret": "Manipulation Infused Turret", + "entity.ars_elemental.homing_projectile": "Homing Projectile", + "entity.ars_elemental.lerp": "Interpolated Source Effect", + "entity.ars_elemental.summon_skelehorse": "Summoned Skeletal Steed", + "entity.ars_elemental.summon_camel": "Summoned Camel", + "entity.ars_elemental.summon_direwolf": "Summoned Direwolf", + "entity.ars_elemental.summon_vhex": "Summoned Vhex", + "entity.ars_elemental.summon_wskeleton": "Summoned Revenant", + "entity.ars_elemental.summon_dolphin": "Summoned Dolphin", + "entity.ars_elemental.summon_strider": "Summoned Strider", + "entity.ars_elemental.linger_magnet": "Gravity Well", + "entity.ars_elemental.siren_entity": "Siren", + "entity.ars_elemental.siren_familiar": "Siren Familiar", + "entity.ars_elemental.firenando_entity": "Flarecannon", + "entity.ars_elemental.firenando_familiar": "Flarecannon Familiar", + "entity.ars_elemental.fire_mage": "Rogue Fire Mage", + "entity.ars_elemental.water_mage": "Rogue Water Mage", + "entity.ars_elemental.air_mage": "Rogue Air Mage", + "entity.ars_elemental.earth_mage": "Rogue Earth Mage", + "entity.ars_elemental.flashing_weald_walker": "Flashing Weald Walker", + "entity.ars_elemental.dripstone_spike": "Earth Spike", + "entity.ars_elemental.ice_spike": "Ice Spike", + "key.ars_elemental.open_pouch": "[Elemental] Open trinkets pouch", + "curios.modifiers.an_focus": "While in spell focus slot:", + "curios.modifiers.bangle": "While in bangle slot:", + "curios.identifier.bundle": "Bundle", + "curios.identifier.bangle": "Bangle", + "effect.ars_elemental.enderference": "Enderference", + "effect.ars_elemental.enderference.description": "Makes the target unable to teleport or be teleported.", + "effect.ars_elemental.watery_grave": "Watery Grave", + "effect.ars_elemental.watery_grave.description": "Makes the target sink and run out of air quicker.", + "effect.ars_elemental.mana_shield": "Mana Shield", + "effect.ars_elemental.mana_shield.description": "Use mana to mitigate damage taken and add a chance to not suffer from negative effects.", + "effect.ars_elemental.static_charged": "Static Charged", + "effect.ars_elemental.static_charged.description": "Calls a lightning to hit the afflicted when the duration ends.", + "effect.ars_elemental.hellfire": "Magic Burn", + "effect.ars_elemental.hellfire.description": "The magic flames burns even nether creatures making them vulnerable to fire. It slighly increase healing at the cost of losing the invulnerability window when that happens.", + "effect.ars_elemental.life_link": "Life Linked", + "effect.ars_elemental.life_link.description": "Caster will split incoming damage with the target and the target will split incoming healing with the caster. Using Cut will dispel the effect on both sides.", + "effect.ars_elemental.enthralled": "Enthralled", + "effect.ars_elemental.enthralled.description": "Enthralled mobs won't attack the caster but defend them.", + "effect.ars_elemental.hymn_of_order": "Hymn of Order", + "effect.ars_elemental.hymn_of_order.description": "Unobtainable potion, for Admin use. Sets the punished player's mana to 1 and disables spellcasting, greatly reducing their chances to create chaos in the server.", + "effect.ars_elemental.venom": "Envenomed", + "effect.ars_elemental.venom.description": "The target is poisoned with a deadly venom and takes more damage from poison spores.", + "enchantment.ars_elemental.mirror_shield": "Spell Reflection", + "enchantment.ars_elemental.mirror_shield.desc": "Shield have a chance to reflect projectile spells", + "enchantment.ars_elemental.soulbound": "Soulbound", + "enchantment.ars_elemental.soulbound.description": "Preserve items on death.", + "ars_nouveau.page.elemental_tweaks": "Elemental Tweaks", + "ars_elemental.page.elemental_tweaks": "As long as Ars Elemental is installed, these tweaks will be active:$(br)Enchanter's Shield can trigger reactive on block.$(br)Summoned Lightnings won't destroy items.$(br)Crush can process items if augmented with Sensitive.$(br)Cold Snap deals more damage to mobs that are freezing.$(br)Ignite melts ice blocks into water.", + "ars_nouveau.page.flashing_archwood": "Flashing Archwood Trees", + "ars_elemental.page1.flashing_archwood": "This golden tree has an affinity with the sky. Just like the other archwood trees it can be found anywhere and in their biome. It can be used to make ritual tablets or as a dim light source. The corresponding Weald Walker launches enemies in the air and wind shear them.", + "ars_elemental.page2.flashing_archwood": "A fruit with a shocking flavour used to brew Static Charge Potions, causing a lightning to fall on the entity when the duration ends or allowing Discharge to hit. The energy stored in the fruit may cause whoever eats it to glow, get night vision, be shocked or charged with static energy.", + "ars_elemental.page1.spell_horn": "The Enchanter's Horn can be used to cast spells on you and nearby entities. Hold the Horn to increase the range, at max charge it will also give a Spell Damage effect to the player. It MUST be inscribed with a spell that does NOT have another method, using a Scribing Table.", + "ars_elemental.page.curio_bag": "All those trinkets can easily clutter your inventory, but you never know when they will be useful. Using some magebloom fiber you can make a pouch to store and carry around curios, potion flasks, charms and other small items. You can also open it with $(k:ars_elemental.open_pouch) while in the hotbar or in a curio slot.", + "ars_elemental.page.caster_bag": "The trinket pouch can only hold rather small things, but with a stronger fiber it seems possible to hold different kind of magical items. The Spellcaster bag can hold any caster tool and the mod's magic armor, arrow and shield. You can also open it with $(k:ars_elemental.open_pouch) while in the hotbar or in a curio slot.", + "ars_elemental.page1.fire_focus": "This spell focus is attuned to the school of Fire. While equipped, the glyphs of this school will be amplified and discounted. The lesser focus, as a drawback, will weaken glyphs of the other elemental schools. The major focus will also grant Spell Damage II while the wearer is on fire or in lava.", + "ars_elemental.page2.fire_focus": "This focus empowers Ignite to inflict Magic Burn. This effect allows flare to inflict damage and spread even on fire resistant mobs, it also increases incoming heals but the target will become vulnerable again after healing. Summon Steed will be changed to summon a rideable Strider. Ignite + Evaporate combo will sublimate Ice.", + "ars_elemental.page1.water_focus": "This spell focus is attuned to the school of Water. While equipped, the glyphs of this school will be amplified and discounted. The lesser focus, as a drawback, will weaken glyphs of the other elemental schools. The major focus will also grant Mana Regen I while the wearer is wet or Mana Regen II and Dolphin Grace while swimming.", + "ars_elemental.page2.water_focus": "This focus empowers Freeze, adding Freezing seconds to the target. If used after Conjure Water, the conjured water will become ice. Summon Steed will be changed to summon a rideable Dolphin, time your jumps out of the water to build up speed. All Drowning damage against water creatures will be converted to magic.", + "ars_elemental.page1.air_focus": "This spell focus is attuned to the school of Air. While equipped, the glyphs of this school will be amplified and discounted. The lesser focus, as a drawback, will weaken glyphs of the other elemental schools. The major focus will also grant Mana Regen I while the wearer stands over Y 200 or is under the shocked effect.", + "ars_elemental.page2.air_focus": "This focus empowers Launch, changing it to apply Levitate when augmented with ExtendTime. It also empower Cut, giving chances to drop an head or skull if it deals the killing blow.", + "ars_elemental.page1.earth_focus": "This spell focus is attuned to the school of Earth. While equipped, the glyphs of this school will be amplified and discounted. The lesser focus, as a drawback, will weaken glyphs of the other elemental schools. The major focus also grants Mana Regen I while the wearer stand under Y 0.", + "ars_elemental.page2.earth_focus": "This focus empowers Poison Spores and Grow, dealing damage to undead with a chance of spawning a spore blossom, and Gravity, when augmented with Sensitive, changing it to create a gravity field that pull entities towards its center (filter-compatible), also offers knockback resistance and boosts natural and instant healing by 1.5.", + "ars_elemental.page1.necrotic_focus": "This school of magic branched out from Conjuration and Abjuration mages that tried to understand life, death and what's between. The essence tied to this school cycles between life and death, experiments suggest that it will make horses cycle between flesh, skeleton and zombie forms, but will it be the same horse as before?", + "ars_elemental.page2.necrotic_focus": "By imbuing the Focus of Summoning with evil energies, you can corrupt its powers towards Necromancy. Glyphs of the Anima school will get two free ExtendTime, Heal gets two amplify and Charm has way more chance to affect undead mobs. Summon Steed will change in Summon Skeletal Steed, which is able to walk and breathe underwater.", + "ars_elemental.page3.necrotic_focus": "Summoned Wolves, Undead and Vexes seems unchanged at first, but if they die while the summoner wear this focus they will rise from death once, filled with blood lust. These undead summons will cast Homing spells when you do and heal you every time they kill an enemy.", + "ars_elemental.page.water_upstream": "This block generates an upstream current that will make surrounding entities in water float upwards as if inside a bubble column, even if they are not in source blocks. Sneaking will allow to descend.", + "ars_elemental.page.magma_upstream": "This block generates an upstream current that will make surrounding entities in lava float upwards and gain a short Fire Resistance effect. Sneaking will allow to descend", + "ars_elemental.page.air_upstream": "This block generates an upstream current that will make surrounding entities levitate. Sneaking will give Slowfall and allow to descend. Consumes Source when at least an entity is affected.", + "ars_elemental.page.everfull_urn": "This magic urn converts Source into water. Link a cauldron or an Apothecary to the urn using a dominion wand and it will be refilled for a cheap amount of source.", + "ars_elemental.page1.fire_golem": "The Flarecannon can be used as a wandering sentry, like the weald walkers. It will shoot flare homing projectiles at enemies and patrol around the area assigned using the dominion wand. Soul Sand and Magma blocks can be used to change appearance. If defeated, it can be reactivated with blaze powder or magma cream. Friends call it Firenando.", + "ars_elemental.page1.mermaid": "Sirens are found in warmer seas, jumping out of the water or following boats. You can befriend a wild mermaid by giving them a sea pickle, they will jump and leave behind few tokens. The siren charm can be used to summon a Siren and if used on Prismarine it will transform in a Siren Shrine. Tamed sirens can change colors if you give them kelp or corals.", + "ars_elemental.page2.mermaid": "The Shrine will slowly generate fishing loot items over time, asking for source after each cycle. The number of items and chance of getting a treasure will increase if many different water animals and plants are near the Shrine. You should build an aquarium or pond around the Shrine, to let your sirens have fun. [Note: it will take some time to update the score].", + "ars_elemental.page1.advanced_prism": "Upgrade of the Spell Prism that can be adjusted to aim to a specific block. Use the dominion wand to link the prism to a block. This prism also allows lenses, but can't be pushed by pistons. Some lens will require a bit of source whenever a spell is redirected.", + "ars_elemental.page2.advanced_prism": "A Prism Lens can be applied to this advanced prisms to customize how the prism redirects projectiles. Arc and Homing lenses change the projectile to be an arc or homing projectile. Rainbow lens randomize the color of the projectile, while Acceleration and Deceleration lenses allow to adjust the speed.", + "ars_elemental.page.spell_mirror": "Mirror similar to a Spell Prism that can be placed on walls, floor and ceiling. If a spell projectile hits the mirror, it will be reflected by with a mirrored angle.", + "ars_nouveau.page.elemental_turrets": "Elemental Infused Turrets", + "ars_elemental.page1.elemental_turrets": "Enchanted Turrets can be imbued with the power of an elemental focus to gift them a fractions of its abilities. Spells shot by these turrets will trigger the combos of the corresponding focus and will be discounted by 65 %% if the spell contains a glyph of the matching elemental school.", + "ars_elemental.page.base_bangle": "This magic accessory has a chance to boost the damage of your spells. Its magic is unstable but perhaps attuning it to a school can stabilize its abilities.", + "ars_elemental.page1.air_bangle": "This bangle will boost the damage of your Air spells. Your arms sparks with the element, giving a passive boost to speed and attack knockback.", + "ars_elemental.page1.fire_bangle": "This bangle will boost the damage of your Fire spells. Your arms are engulfed in the element, setting on fire enemies hit and granting a passive boost to speed while in hot biomes.", + "ars_elemental.page1.earth_bangle": "This bangle will boost the damage of your Earth spells. Plants blossom on your arms, inflicting snare to enemies hit and granting the wearer immunity to cactus and berry bushes and knockback resistance.", + "ars_elemental.page1.water_bangle": "This bangle will boost the damage of your Water spells. Your arms chills the air around, freezing enemies on every hit. It will also grant the wearer a passive boost to speed in water and rain.", + "ars_elemental.page1.summon_bangle": "This bangle will boost the damage of your Summoning spells. Your summons follows your arms movement, targeting whatever your hit with increased damage.", + "ars_elemental.page1.anima_bangle": "This bangle will boost the damage of your Anima spells. You can feel a cycle of life and death in your arms, randomly healing or withering the enemies hit and giving you a small health boost.", + "ars_elemental.page.book_protection": "This book upgrade will protect your spellbook from all kinds of damage, may it be a cactus or a pool of lava. Can't guarantee on the void. The gold inlays will become netherite-black but you can toggle it off in the client configs.", + "ars_elemental.perk_desc.thread_shock": "Damaging effects cause the target to be shocked for a short duration before the effect resolves. Inflicts Static Charged at tier 3.", + "ars_elemental.perk_desc.thread_spore": "Damaging effects cause the target to be poisoned or hungry for a short duration before the effect resolves.", + "ars_elemental.perk_desc.thread_summon": "Reduce Summon Sickness by 10%% for each tier and slightly increase damage dealt by summoned creatures.", + "item.ars_elemental.ritual_squirrels": "Fast Squirrels", + "ars_elemental.ritual_desc.ritual_squirrels": "Gives a long speed boost to Starbuncles in the area. Refresh buff every 30 seconds in a 15 cubes radius. Radius can be augmented to 30 with a gold block", + "item.ars_elemental.ritual_tesla_coil": "Zapping", + "ars_elemental.ritual_desc.ritual_tesla_coil": "Calls lightning on entities that approach the ritual area of effect. Will target players if augmented with Air Essence. [11x7x11 cube centered on the brazier].", + "item.ars_elemental.ritual_repulsion": "Repulsion", + "ars_elemental.ritual_desc.ritual_repulsion": "Repel all mobs in a 15 block radius. Can be augmented with a bone to repel only undead mobs. Won't work on player and bosses.", + "item.ars_elemental.ritual_attraction": "Attraction", + "ars_elemental.ritual_desc.ritual_attraction": "Make the brazier act as a magnet for entities in a 8 blocks radius. Won't work on players and bosses.", + "item.ars_elemental.ritual_detection": "Detection", + "ars_elemental.ritual_desc.ritual_detection": "Makes all monsters in a 128 blocks radius glow for 10 minutes.", + "ars_elemental.enchantment_desc.mirror_shield": "Can only be applied on the Enchanter's Shield. Gives a chance of reflecting spell projectile while blocking with the shield. 25% per level.", + "ars_elemental.enchantment_desc.soulbound": "Prevent the item enchanted from being lost on death.", + "item.ars_elemental.siren_familiar": "Bound Script: Siren", + "ars_elemental.familiar_name.siren_familiar": "Siren", + "ars_elemental.familiar_desc.siren_familiar": "A Siren Familiar will increase the damage of Water spells by 2. It will also give Dolphin Grace II to the summoner while in water. Obtained by performing the Ritual of Binding near a Siren.", + "item.ars_elemental.firenando_familiar": "Bound Script: Flarecannon", + "ars_elemental.familiar_name.firenando_familiar": "Flarecannon", + "ars_elemental.familiar_desc.firenando_familiar": "A Flarecannon Familiar increases the damage of Fire spells by 2 and reduce projectile-based spells cost by 20%%. You can feed it a Magma Cream to get a short Fire Resistance buff. Obtained by performing the Ritual of Binding near a Flarecannon.", + "ars_elemental.glyph_name.glyph_discharge": "Discharge", + "ars_elemental.glyph_desc.glyph_discharge": "Discharge an entity affected by static charge or shocked, damaging it and shocking surrounding enemies. If the damage was triggered by static charge, it will be empowered. If the main target had energy-based armors, some of the energy in it will be absorbed to boost damage.", + "ars_elemental.glyph_name.glyph_spark": "Spark", + "ars_elemental.glyph_desc.glyph_spark": "Damages the target with a spark of static energy and shocks it. Deals more damage to wet entities", + "ars_elemental.glyph_name.glyph_bubble_shield": "Mana Bubble", + "ars_elemental.glyph_desc.glyph_bubble_shield": "Creates a protective coating that consumes mana to reduce incoming damage. The shield might also prevent debuff to affect the entity and will dissipate if the mana exhausts while defending. The bubble will also shield from magic fire.", + "ars_elemental.glyph_name.glyph_watery_grave": "Watery Grave", + "ars_elemental.glyph_desc.glyph_watery_grave": "Dooms a creature to drown. Reduces the target air supply and causes drowning damage when depleted. Similar to gravity the target will sunken down if in water, can be augmented with ExtendTime.", + "ars_elemental.glyph_name.glyph_conjure_terrain": "Conjure Terrain", + "ars_elemental.glyph_desc.glyph_conjure_terrain": "Places Dirt or other terrain blocks. Can be augmented with AoE and Pierce to place more blocks, one Amplify to place cobblestone, two for cobbled deepslate, or one of the following combinations: Followed by ConjureWater, it will place Mud. If augmented with Amplify(s) and followed by Smelt, it will place Stone or Deepslate. If followed by Crush it will place Sand or, if amplified, Sandstone.", + "ars_elemental.glyph_name.glyph_poison_spores": "Poison Spores", + "ars_elemental.glyph_desc.glyph_poison_spores": "A fog of poison spores erupts from the target, damaging it and causing poison and hunger to spread to nearby entities. It can only damage mobs poisoned or afflicted by hunger.", + "ars_elemental.glyph_name.glyph_phantom_grasp": "Phantom Grasp", + "ars_elemental.glyph_desc.glyph_phantom_grasp": "Heals a small amount of health to undead. When used on living beings, the spell will deal an equal amount of magic and exhaustion damage, depleting their saturation or hunger.", + "ars_elemental.glyph_name.glyph_spike": "Spike", + "ars_elemental.glyph_desc.glyph_spike": "Creates a spike of dripstone that will damage entities that touch it. Can be augmented with AoE and Pierce to make it wider or taller, with ExtendTime to make it last longer or with Amplify to make it deal more damage.", + "ars_elemental.glyph_name.glyph_envenom": "Envenom", + "ars_elemental.glyph_desc.glyph_envenom": "Poisons the target, dealing damage over time. If the target is already poisoned, the poison will become a more deadly venom. An envenomed target takes more damage from poison spores. ", + "ars_elemental.glyph_name.glyph_homing_projectile": "Homing Projectile", + "ars_elemental.glyph_desc.glyph_homing_projectile": "This projectile seek the nearest entity and follow it, will behave as a classic projectile while there are no valid targets. Players will only be targeted if augmented by Sensitive.", + "ars_elemental.glyph_name.glyph_propagator_homing": "Propagate Homing", + "ars_elemental.glyph_desc.glyph_propagator_homing": "Convert the remainder of the spell into an Homing Projectile and shoot it from where it lands.", + "ars_elemental.glyph_name.glyph_arc_projectile": "Arc Projectile", + "ars_elemental.glyph_desc.glyph_arc_projectile": "This projectile is affected by gravity. Every Pierce applied will make it bounce one time when it hit the ground.", + "ars_elemental.glyph_name.glyph_propagator_arc": "Propagate Arc", + "ars_elemental.glyph_desc.glyph_propagator_arc": "Convert the remainder of the spell into an Arc Projectile and shoot it from where it lands.", + "ars_elemental.glyph_name.glyph_aquatic_filter": "Filter: Aquatic", + "ars_elemental.glyph_desc.glyph_aquatic_filter": "Stops the spell from resolving unless it targets an aquatic creature.", + "ars_elemental.glyph_name.glyph_not_aquatic_filter": "Filter: Not Aquatic", + "ars_elemental.glyph_desc.glyph_not_aquatic_filter": "Stops the spell from resolving if it targets an aquatic creature.", + "ars_elemental.glyph_name.glyph_aerial_filter": "Filter: Aerial", + "ars_elemental.glyph_desc.glyph_aerial_filter": "Stops the spell from resolving unless it targets an aerial creature.", + "ars_elemental.glyph_name.glyph_not_aerial_filter": "Filter: Not Aerial", + "ars_elemental.glyph_desc.glyph_not_aerial_filter": "Stops the spell from resolving if it targets an aerial creature.", + "ars_elemental.glyph_name.glyph_fiery_filter": "Filter: Fireproof", + "ars_elemental.glyph_desc.glyph_fiery_filter": "Stops the spell from resolving unless it targets a fire immune or fiery creature.", + "ars_elemental.glyph_name.glyph_not_fiery_filter": "Filter: Flammable", + "ars_elemental.glyph_desc.glyph_not_fiery_filter": "Stops the spell from resolving if it targets a fire immune or fiery creature.", + "ars_elemental.glyph_name.glyph_insect_filter": "Filter: Insect", + "ars_elemental.glyph_desc.glyph_insect_filter": "Stops the spell from resolving unless it targets an arthropod creature.", + "ars_elemental.glyph_name.glyph_not_insect_filter": "Filter: Not Insect", + "ars_elemental.glyph_desc.glyph_not_insect_filter": "Stops the spell from resolving if it targets an arthropod creature.", + "ars_elemental.glyph_name.glyph_undead_filter": "Filter: Undead", + "ars_elemental.glyph_desc.glyph_undead_filter": "Stops the spell from resolving unless it targets an undead creature.", + "ars_elemental.glyph_name.glyph_not_undead_filter": "Filter: Not Undead", + "ars_elemental.glyph_desc.glyph_not_undead_filter": "Stops the spell from resolving if it targets an undead creature.", + "ars_elemental.glyph_name.glyph_summon_filter": "Filter: Summon", + "ars_elemental.glyph_desc.glyph_summon_filter": "Stops the spell from resolving unless it targets a summoned creature.", + "ars_elemental.glyph_name.glyph_not_summon_filter": "Filter: Not Summon", + "ars_elemental.glyph_desc.glyph_not_summon_filter": "Stops the spell from resolving if it targets a summoned creature.", + "ars_nouveau.school.necromancy": "Anima", + "ars_elemental.glyph_name.glyph_life_link": "Life Link", + "ars_elemental.glyph_desc.glyph_life_link": "You create a link between your life force and the target's. Any damage dealt to you will be shared with the target and any healing of the target will be shared with you. Cut can sever the life link, ending the effect on both sides.", + "ars_elemental.glyph_name.glyph_charm": "Charm", + "ars_elemental.glyph_desc.glyph_charm": "Try to dominate the mind of enemy, making them fight for you as a temporary ally, a tamable mob, to tame it, or a wild animal, to make it fall in love. Each Amplify and damage dealt raises the chance of successfully charming the target, as stronger mobs will have higher resistance to your control.", + "death.attack.hellflare": "%1$s was burned by magic flames", + "death.attack.hellflare.item": "%1$s was burned by %2$s with the magic flames of %3$s", + "death.attack.poison": "%2$s's poison spores blossomed inside %1$s", + "death.attack.poison.item": "%1$s was poisoned by %2$s using %3$s", + "death.attack.spark": "%1$s experienced a short circuit", + "death.attack.spark.item": "%1$s was electrocuted to death by %2$s using %3$s", + "item.ars_elemental.fire_hat": "Pyromancer's Hat", + "item.ars_elemental.fire_robes": "Pyromancer's Robes", + "item.ars_elemental.fire_leggings": "Pyromancer's Leggings", + "item.ars_elemental.fire_boots": "Pyromancer's Boots", + "item.ars_elemental.aqua_hat": "Aquamancer's Hat", + "item.ars_elemental.aqua_robes": "Aquamancer's Robes", + "item.ars_elemental.aqua_leggings": "Aquamancer's Leggings", + "item.ars_elemental.aqua_boots": "Aquamancer's Boots", + "item.ars_elemental.earth_hat": "Geomancer's Hat", + "item.ars_elemental.earth_robes": "Geomancer's Robes", + "item.ars_elemental.earth_leggings": "Geomancer's Leggings", + "item.ars_elemental.earth_boots": "Geomancer's Boots", + "item.ars_elemental.air_hat": "Aethermancer's Hat", + "item.ars_elemental.air_robes": "Aethermancer's Robes", + "item.ars_elemental.air_leggings": "Aethermancer's Leggings", + "item.ars_elemental.air_boots": "Aethermancer's Boots", + "ars_elemental.armor_set.shift_info": "Hold %s for set info", + "ars_elemental.lens.shift_info": "Hold %s for lens info", + "ars_elemental.lens.arc": "Convert the redirected projectile in an Arc Projectile.", + "ars_elemental.lens.homing": "Convert the redirected projectile in an Homing Projectile. The targeting filters of the original projectile won't be inherited.", + "ars_elemental.lens.rgb": "Makes the redirected projectile cycle colors.", + "ars_elemental.lens.acceleration": "Increase the speed of the redirected projectile.", + "ars_elemental.lens.deceleration": "Decrease the speed of the redirected projectile.", + "ars_elemental.lens.pierce": "Makes the redirected projectile pierce through more blocks/entities if source is supplied to the prism.", + "ars_elemental.page.armor_set.wip": "Note: Since the Armor Rework requires a lot of assets work, the light and heavy elemental armors variants won't be ready for 1.19, so the 'medium' elemental armors can be crafted will all three types. Upgrading will keep enchants and threads, but requires the base armor to be at tier 3.", + "ars_elemental.armor_set.fire": "Pyromancer's Set", + "ars_elemental.armor_set.fire.desc": "Absorb some fire-related damage and convert into mana, instantly clears fire.", + "ars_elemental.armor_set.aqua": "Aquamancer's Set", + "ars_elemental.armor_set.aqua.desc": "Absorb some water-related damage and convert into mana, refill air if about to drown.", + "ars_elemental.armor_set.earth": "Geomancer's Set", + "ars_elemental.armor_set.earth.desc": "Absorb some earth-related damage and convert into mana, gives food deep underground if about to starve.", + "ars_elemental.armor_set.air": "Aethermancer's Set", + "ars_elemental.armor_set.air.desc": "Absorb some air-related damage and convert into mana, highly reduce fall damage.", + "ars_elemental.page.armor_set.fire": "Attuned to the School of Fire, each piece of this armor will amplify fire glyphs, make them cheaper, and reduce damage related to fire, like lava, dragon breath and magma.$(br)When all the pieces are equipped, the damage reduced is converted into mana and fire is immediately put out.", + "ars_elemental.page.armor_set.aqua": "Attuned to the School of Water, each piece of this armor will amplify water glyphs, make them cheaper and reduce damage related to water, like drowning, freezing and lightning.$(br)When all the pieces are equipped, the damage reduced is converted into mana and refill air if about to drown.", + "ars_elemental.page.armor_set.air": "Attuned to the School of Air, each piece of this armor will amplify air glyphs, make them cheaper and reduce damage related to air, like falling, hitting walls while flying and lightning.$(br)When all the pieces are equipped, the damage reduced is converted into mana, falling won't be a problem anymore!.", + "ars_elemental.page.armor_set.earth": "Attuned to the School of Earth, each piece of this armor will amplify earth glyphs, make them cheaper and reduce damage related to earth, like starving, berry bushes, cactus and crushing.$(br)When all the pieces are equipped, the damage reduced is converted into mana and gives food deep underground if about to starve.", + "ars_elemental.thread_of": "Thread of %s", + "ars_elemental.tablet_of": "Tablet of %s", + "tooltip.siren_shards": "Obtained by giving a sea pickle to a siren.", + "tooltip.ars_elemental.lens": "Can be applied on Advanced Spell Prisms.", + "tooltip.ars_nouveau.blessed": "Protection of the 4 elements", + "ars_elemental.focus.shift_info": "Hold %s for more focus info", + "tooltip.ars_elemental.focus_element": "Focus attuned to a specific element, empowers some glyphs with new effects.", + "tooltip.ars_elemental.focus_boost": "Amplifies and discount glyphs of the %s school.", + "tooltip.ars_elemental.focus_malus": "Dampens glyphs of the other elemental schools.", + "tooltip.ars_elemental.focus_element_mana.air": "Grants Mana Regen I while the wearer is high in the sky.", + "tooltip.ars_elemental.focus_element_mana.fire": "Grants Spell Damage II while the wearer is on fire or in lava.", + "tooltip.ars_elemental.focus_element_mana.water": "Grants Mana Regen I while the wearer is wet, Mana Regen II and Dolphin Grace while swimming.", + "tooltip.ars_elemental.focus_element_mana.earth": "Grants Mana Regen I while the wearer is deep underground.", + "tooltip.ars_elemental.focus_anima": "Entities summoned will raise from death once as a more powerful version. These revenant will mirror your homing spells and heal you when they kill an enemy.", + "tooltip.ars_elemental.bags": "Can be opened with %s while in the hotbar or in a curio slot.", + "item.minecraft.splash_potion.effect.enderference_potion_strong": "Splash Potion of Enderference", + "item.minecraft.splash_potion.effect.enderference_potion": "Splash Potion of Enderference", + "item.minecraft.splash_potion.effect.enderference_potion_long": "Splash Potion of Enderference", + "item.minecraft.potion.effect.enderference_potion_strong": "Potion of Enderference", + "item.minecraft.potion.effect.enderference_potion": "Potion of Enderference", + "item.minecraft.potion.effect.enderference_potion_long": "Potion of Enderference", + "item.minecraft.lingering_potion.effect.enderference_potion_strong": "Lingering Potion of Enderference", + "item.minecraft.lingering_potion.effect.enderference_potion": "Lingering Potion of Enderference", + "item.minecraft.lingering_potion.effect.enderference_potion_long": "Lingering Potion of Enderference", + "item.minecraft.tipped_arrow.effect.enderference_potion_strong": "Arrow of Enderference", + "item.minecraft.tipped_arrow.effect.enderference_potion": "Arrow of Enderference", + "item.minecraft.tipped_arrow.effect.enderference_potion_long": "Arrow of Enderference", + "item.minecraft.splash_potion.effect.shock_potion_potion_strong": "Splash Potion of Static Charge", + "item.minecraft.splash_potion.effect.shock_potion": "Splash Potion of Static Charge", + "item.minecraft.splash_potion.effect.shock_potion_long": "Splash Potion of Static Charge", + "item.minecraft.potion.effect.shock_potion_strong": "Potion of Static Charge", + "item.minecraft.potion.effect.shock_potion": "Potion of Static Charge", + "item.minecraft.potion.effect.shock_potion_long": "Potion of Static Charge", + "item.minecraft.lingering_potion.effect.shock_potion_strong": "Lingering Potion of Static Charge", + "item.minecraft.lingering_potion.effect.shock_potion": "Lingering Potion of Static Charge", + "item.minecraft.lingering_potion.effect.shock_potion_long": "Lingering Potion of Static Charge", + "item.minecraft.tipped_arrow.effect.shock_potion_strong": "Arrow of Static Charge", + "item.minecraft.tipped_arrow.effect.shock_potion": "Arrow of Static Charge", + "item.minecraft.tipped_arrow.effect.shock_potion_long": "Arrow of Static Charge", + "ars_nouveau.connections.fail.urn": "This block is not compatible with the urn.", + "ars_elemental.adv.title.siren_charm": "Not a Manatee", + "ars_elemental.adv.desc.siren_charm": "Acquire a Siren Charm", + "ars_elemental.adv.title.firenando_charm": "They call me Firenando Mc Cannon", + "ars_elemental.adv.desc.firenando_charm": "Acquire a Flarecannon Charm", + "ars_elemental.adv.title.lesser_air_focus": "The way of Air", + "ars_elemental.adv.desc.lesser_air_focus": "Acquire a lesser focus of Air", + "ars_elemental.adv.title.air_focus": "Master of Air", + "ars_elemental.adv.desc.air_focus": "Acquire a major focus of Air", + "ars_elemental.adv.title.lesser_fire_focus": "The way of Fire", + "ars_elemental.adv.desc.lesser_fire_focus": "Acquire a lesser focus of Fire", + "ars_elemental.adv.title.fire_focus": "Master of Fire", + "ars_elemental.adv.desc.fire_focus": "Acquire a major focus of Fire", + "ars_elemental.adv.title.lesser_earth_focus": "The way of Earth", + "ars_elemental.adv.desc.lesser_earth_focus": "Acquire a lesser focus of Earth", + "ars_elemental.adv.title.earth_focus": "Master of Earth", + "ars_elemental.adv.desc.earth_focus": "Acquire a major focus of Earth", + "ars_elemental.adv.title.lesser_water_focus": "The way of Water", + "ars_elemental.adv.desc.lesser_water_focus": "Acquire a lesser focus of Water", + "ars_elemental.adv.title.water_focus": "Master of Water", + "ars_elemental.adv.desc.water_focus": "Acquire a major focus of Water", + "ars_elemental.adv.title.curio_bag": "Never ask a mage what's in their bag", + "ars_elemental.adv.title.necrotic_focus": "A corrupted summoning", + "ars_elemental.adv.desc.necrotic_focus": "Acquire a Necromancy focus", + "ars_elemental.adv.desc.curio_bag": "Acquire a Trinkets Pouch", + "ars_elemental.adv.title.caster_bag": "Your portable arsenal", + "ars_elemental.adv.desc.caster_bag": "Acquire a Spellcaster Bag", + "ars_elemental.adv.title.spore_blossom": "A Blooming Death", + "ars_elemental.adv.desc.spore_blossom": "Obtain a Spore Blossom by killing an undead with Grow or Poison Spores", + "ars_elemental.adv.title.mark_of_mastery": "Elemental Maestro", + "ars_elemental.adv.desc.mark_of_mastery": "Combine the essences with the tribute and obtain the Mark of Mastery", + "ars_elemental.adv.title.summon_dolphin": "Your personal submarine", + "ars_elemental.adv.desc.summon_dolphin": "Summon a dolphin using Summon Steed wearing a water focus", + "ars_elemental.adv.title.summon_strider": "It's Striding Time", + "ars_elemental.adv.desc.summon_strider": "Summon a strider using Summon Steed wearing a fire focus", + "ars_elemental.adv.title.summon_skeleton_horse": "The Harbinger", + "ars_elemental.adv.desc.summon_skeleton_horse": "Summon a skeleton horse using Summon Steed wearing a necromancy focus", + "ars_elemental.adv.title.everfull_urn": "Filled with tears of Nostalgia", + "ars_elemental.adv.desc.everfull_urn": "Acquire an Urn of Endless Waters", + "ars_elemental.adv.title.levitation": "It's Shulkèr, not Shulkeér", + "ars_elemental.adv.desc.levitation": "Use Launch + Extend Time while wearing an air focus to make a mob levitate", + "ars_elemental.adv.title.mirror_shield": "Feeling like a Prism", + "ars_elemental.adv.desc.mirror_shield": "Reflect a spell projectile using a spell reflection shield", + "ars_elemental.adv.title.x": "", + "ars_elemental.adv.desc.x": "" +} diff --git a/projects/1.20/assets/ars-elemental/ars_elemental/lang/zh_cn.json b/projects/1.20/assets/ars-elemental/ars_elemental/lang/zh_cn.json new file mode 100644 index 000000000000..546000ec9874 --- /dev/null +++ b/projects/1.20/assets/ars-elemental/ars_elemental/lang/zh_cn.json @@ -0,0 +1,356 @@ +{ + "itemGroup.ars_elemental": "元素魔艺", + "ars_elemental.perk.summon_power": "召唤力量", + "ars_elemental.perk.summon_power.desc": "增加被召唤生物的伤害。", + "item.ars_elemental.spell_horn": "巫师号角", + "item.ars_elemental.fire_focus": "火之核心", + "item.ars_elemental.water_focus": "水之核心", + "item.ars_elemental.air_focus": "气之核心", + "item.ars_elemental.earth_focus": "土之核心", + "item.ars_elemental.lesser_fire_focus": "雏形火之核心", + "item.ars_elemental.lesser_water_focus": "雏形水之核心", + "item.ars_elemental.lesser_air_focus": "雏形气之核心", + "item.ars_elemental.lesser_earth_focus": "雏形土之核心", + "item.ars_elemental.necrotic_focus": "腐坏之核心", + "item.ars_elemental.base_bangle": "巫师手环", + "item.ars_elemental.fire_bangle": "火之手环", + "item.ars_elemental.water_bangle": "水之手环", + "item.ars_elemental.air_bangle": "气之手环", + "item.ars_elemental.earth_bangle": "土之手环", + "item.ars_elemental.summon_bangle": "召唤之手环", + "item.ars_elemental.anima_bangle": "灵魂之手环", + "item.ars_elemental.fire_caster_tome": "火之施法者卷册", + "item.ars_elemental.water_caster_tome": "水之施法者卷册", + "item.ars_elemental.air_caster_tome": "气之施法者卷册", + "item.ars_elemental.earth_caster_tome": "土之施法者卷册", + "item.ars_elemental.anima_caster_tome": "灵魂之施法者卷册", + "item.ars_elemental.manipulation_caster_tome": "操纵之施法者卷册", + "tooltip.ars_elemental.caster_tome": "模仿该学派核心的能力。", + "item.ars_elemental.siren_shards": "塞壬碎片", + "item.ars_elemental.siren_charm": "塞壬护符", + "item.ars_elemental.firenando_charm": "烈焰加农护符", + "item.ars_elemental.curio_bag": "饰品口袋", + "item.ars_elemental.caster_bag": "施法者提包", + "item.ars_elemental.debug": "调试核心", + "item.ars_elemental.mark_of_mastery": "精通之印", + "item.ars_elemental.anima_essence": "灵魂之精华", + "item.ars_elemental.flashpine_pod": "闪电菠萝", + "item.ars_elemental.thread_shock": "电击", + "item.ars_elemental.thread_spore": "孢子", + "item.ars_elemental.thread_summon": "召唤", + "item.ars_elemental.arc_prism_lens": "弧线棱镜透镜", + "item.ars_elemental.homing_prism_lens": "追踪棱镜透镜", + "item.ars_elemental.rainbow_prism_lens": "虹彩棱镜透镜", + "item.ars_elemental.acceleration_prism_lens": "加速棱镜透镜", + "item.ars_elemental.deceleration_prism_lens": "减速棱镜透镜", + "item.ars_elemental.piercing_prism_lens": "穿透棱镜透镜", + "block.ars_elemental.water_upstream": "气泡涌腾器", + "block.ars_elemental.magma_upstream": "岩浆涌腾器", + "block.ars_elemental.air_upstream": "滑流涌腾器", + "block.ars_elemental.everfull_urn": "无底水瓮", + "block.ars_elemental.mermaid_rock": "塞壬神坛", + "block.ars_elemental.spell_mirror": "法术之镜", + "block.ars_elemental.advanced_prism": "高等法术棱镜", + "block.ars_elemental.yellow_archwood": "闪耀至高木", + "block.ars_elemental.yellow_archwood_log": "闪耀至高木原木", + "block.ars_elemental.stripped_yellow_archwood": "去皮闪耀至高木", + "block.ars_elemental.stripped_yellow_archwood_log": "去皮闪耀至高木原木", + "block.ars_elemental.yellow_archwood_sapling": "闪耀至高木树苗", + "block.ars_elemental.yellow_archwood_leaves": "闪耀至高木树叶", + "block.ars_elemental.spore_blossom_up": "孢子花(地面)", + "block.ars_elemental.fire_turret": "火之灌注炮塔", + "block.ars_elemental.water_turret": "水之灌注炮塔", + "block.ars_elemental.air_turret": "气之灌注炮塔", + "block.ars_elemental.earth_turret": "土之灌注炮塔", + "block.ars_elemental.manipulation_turret": "操纵之灌注炮塔", + "entity.ars_elemental.homing_projectile": "追踪弹射物", + "entity.ars_elemental.lerp": "插值魔源效果", + "entity.ars_elemental.summon_skelehorse": "被召唤的骷髅马", + "entity.ars_elemental.summon_camel": "被召唤的骆驼", + "entity.ars_elemental.summon_direwolf": "被召唤的恶狼", + "entity.ars_elemental.summon_vhex": "被召唤的邪恶恼鬼", + "entity.ars_elemental.summon_wskeleton": "被召唤的复仇者", + "entity.ars_elemental.summon_dolphin": "被召唤的海豚", + "entity.ars_elemental.summon_strider": "被召唤的炽足兽", + "entity.ars_elemental.linger_magnet": "引力场", + "entity.ars_elemental.siren_entity": "塞壬", + "entity.ars_elemental.siren_familiar": "塞壬使魔", + "entity.ars_elemental.firenando_entity": "烈焰加农", + "entity.ars_elemental.firenando_familiar": "烈焰加农使魔", + "entity.ars_elemental.fire_mage": "游掠火之法师", + "entity.ars_elemental.water_mage": "游掠水之法师", + "entity.ars_elemental.air_mage": "游掠气之法师", + "entity.ars_elemental.earth_mage": "游掠土之法师", + "entity.ars_elemental.flashing_weald_walker": "闪耀林地行者", + "entity.ars_elemental.dripstone_spike": "土质尖刺", + "entity.ars_elemental.ice_spike": "冰质尖刺", + "key.ars_elemental.open_pouch": "[元素魔艺] 打开饰品口袋", + "curios.modifiers.an_focus": "佩戴法术核心时:", + "curios.modifiers.bangle": "佩戴手环时:", + "curios.identifier.bundle": "收纳袋", + "curios.identifier.bangle": "手环", + "effect.ars_elemental.enderference": "抑影", + "effect.ars_elemental.enderference.description": "阻止受影响实体主动或被动传送。", + "effect.ars_elemental.watery_grave": "沉重之水", + "effect.ars_elemental.watery_grave.description": "令受影响实体下沉,并加快其氧气消耗。", + "effect.ars_elemental.mana_shield": "魔力护盾", + "effect.ars_elemental.mana_shield.description": "使用魔力阻挡所受的伤害,且有概率免疫负面效果。", + "effect.ars_elemental.static_charged": "静电", + "effect.ars_elemental.static_charged.description": "效果结束时,召唤一道闪电击中受影响实体。", + "effect.ars_elemental.hellfire": "魔法烧灼", + "effect.ars_elemental.hellfire.description": "这种魔法火焰甚至能烧灼下界生物,让它们也受到火焰伤害。会小幅增加治疗量,但恢复生命值时会消除受伤无敌时间。", + "effect.ars_elemental.life_link": "生命相连", + "effect.ars_elemental.life_link.description": "施法者所受的伤害会与受影响实体分享,受影响实体所治疗的生命值会与施法者分享。使用“剪切”会清除链接两端实体的效果。", + "effect.ars_elemental.enthralled": "魂不着体", + "effect.ars_elemental.enthralled.description": "魅惑生物,阻止其攻击施法者,转而为施法者作战。", + "effect.ars_elemental.hymn_of_order": "秩序之歌", + "effect.ars_elemental.hymn_of_order.description": "无法直接获得,管理员专用。将受惩罚玩家的魔力上限设为1,阻止其施法。能大幅降低他们在服务器里捣乱的概率。", + "effect.ars_elemental.venom": "毒侵", + "effect.ars_elemental.venom.description": "受影响实体受到会致死的剧毒,增加来自“毒性孢子”的伤害。", + "enchantment.ars_elemental.mirror_shield": "法术反弹", + "enchantment.ars_elemental.mirror_shield.desc": "盾牌有概率反弹弹射物法术。", + "enchantment.ars_elemental.soulbound": "灵魂绑定", + "enchantment.ars_elemental.soulbound.description": "死亡时保留物品。", + "ars_nouveau.page.elemental_tweaks": "元素魔艺的新特性", + "ars_elemental.page.elemental_tweaks": "安装元素魔艺后,如下特性会生效:$(br)巫师之盾格挡时可触发反应魔咒。$(br)召唤的闪电不会摧毁物品。$(br)以“敏感”增强的“粉碎”可以加工物品。$(br)“寒流”能对冰冻的生物造成更多伤害。$(br)“点燃”会将冰融化成水。", + "ars_nouveau.page.flashing_archwood": "闪耀至高木树", + "ars_elemental.page1.flashing_archwood": "这种金色的树木亲近天空。和其他至高木树一样,这种树会出现在世界各处,以及至高木森林中。它的木材可以制造仪式之板,也可用作较暗的光源。闪耀林地行者会将敌人抛向天空,并对敌人进行风切。", + "ars_elemental.page2.flashing_archwood": "一种水果,味道和闪电一样刺激。可以用来酿造静电药水,对应效果结束后会在受影响实体处落一道雷,也能让“放电”造成伤害。食用水果的人会受到其中能量的激发,随机获得发光、夜视、触电、静电效果。", + "ars_elemental.page1.spell_horn": "巫师号角可对你和周围实体施放法术。长按号角可增加作用范围,达到最大范围时还会给予玩家法术伤害提升效果。可在抄写台上向其中抄入法术,该法术$(o)不可带有$()形态构件。", + "ars_elemental.page.curio_bag": "各式各样的饰品能轻松塞满物品栏,却不好说什么时候能派上用场。你用法师之花纤维编织了一个便携口袋,里面可以装下饰品、药水烧瓶、护符等小型物品。其位于快捷栏或饰品栏时还可通过$(k:ars_elemental.open_pouch)键打开。", + "ars_elemental.page.caster_bag": "饰品口袋只能装比较小的物品,换成更结实的纤维后,就能拿来装各种魔法物品了。施法者提包可以装下各种施法工具,以及本模组的魔法盔甲、法术箭、法术盾牌。其位于快捷栏或饰品栏时还可通过$(k:ars_elemental.open_pouch)键打开。", + "ars_elemental.page1.fire_focus": "这枚法术核心与火元素学派校准,佩戴时会强化火元素学派的魔符,并降低其消耗。雏形元素核心有一个缺陷,佩戴时会抑制其他元素学派魔符的效果。更高级核心的佩戴者身处火焰或熔岩中时,会获得法术伤害提升 II效果。", + "ars_elemental.page2.fire_focus": "此核心能让“点燃”给予魔法烧灼效果。该效果可配合“爆燃”造成伤害,能传播到天生抗火的生物身上;它能增加目标治疗的效力,但在治疗后会迅速变得脆弱。“召唤骏马”会生成可骑乘的炽足兽。“点燃”与“蒸发”配合可令冰升华。", + "ars_elemental.page1.water_focus": "这枚法术核心与水元素学派校准,佩戴时会强化水元素学派的魔符,并降低其消耗。雏形元素核心有一个缺陷,佩戴时会抑制其他元素学派魔符的效果。更高级核心的佩戴者被水打湿时,会获得魔力再生 II;游泳时会获得魔力再生 II和海豚的恩惠。", + "ars_elemental.page2.water_focus": "此核心能让“冻结”累计冰冻进度。在“召唤水”后方使用时,召唤的水会变为冰。“召唤骏马”会生成可骑乘的海豚,在其跃出水面前蓄力能增加跃出速度。对水生生物造成的溺水伤害会变为魔法伤害。", + "ars_elemental.page1.air_focus": "这枚核心与气元素学派校准,佩戴时会强化气元素学派的魔符,并降低其消耗。雏形元素核心有一个缺陷,佩戴时会抑制其他元素学派魔符的效果。更高级核心的佩戴者身处Y坐标超过200的位置,或拥有触电效果时,会获得魔力再生 I效果。", + "ars_elemental.page2.air_focus": "此核心会增强“发射”,以“延长时效”增强时可给予飘浮效果。此核心也会增强“剪切”,以它击杀生物时有概率掉落头颅。", + "ars_elemental.page1.earth_focus": "这枚核心与土元素学派校准,佩戴时会强化土元素学派的魔符,并降低其消耗。雏形元素核心有一个缺陷,佩戴时会抑制其他元素学派魔符的效果。更高级核心的佩戴者身处Y坐标低于0的位置时,会获得魔力再生 I效果。", + "ars_elemental.page2.earth_focus": "此核心会增强“毒性孢子”和“生长”,对亡灵生物造成伤害时有概率生成一朵孢子花;以“敏感”增强“重力”时会制造一个引力场,将实体拖向其中心(接受过滤)。此核心也能增加击退抗性,并让自然生命恢复和瞬间恢复的效力变为1.5倍。", + "ars_elemental.page1.necrotic_focus": "操纵学派和防御学派的法师们试图理解生命、死亡,以及两者之间的事物,如此便有了这一魔法学派。此学派的精华在生与死之间来回变化;实验表明,它能让马匹在普通、骷髅、僵尸之间变化。变过的马和原来的马还是一样的吗?", + "ars_elemental.page2.necrotic_focus": "向召唤之核心中灌注邪恶能量,可将其力量腐化为死灵术。佩戴后,灵魂学派的魔符会获得两个“延长时效”,“治疗”会获得两个“强化”,“迷咒”影响亡灵生物的概率会大幅上升。“召唤骏马”的召唤物变为骷髅马,它能在水下行走和呼吸。", + "ars_elemental.page3.necrotic_focus": "佩戴后,召唤出的狼、亡灵生物、恼鬼初看可能没有什么变化,但它们死后即会复活,且满是嗜血的念头。当你施放“追踪弹射物”法术时,这些亡灵召唤物会和你一齐施放;它们每次击杀敌人时还会治疗你。", + "ars_elemental.page.water_upstream": "此方块会产生一道向上的涌流,周围水中实体会像在气泡柱中一样上浮,即便没有气泡源也是一样。潜行可以下降。", + "ars_elemental.page.magma_upstream": "此方块会产生一道向上的涌流,周围熔岩中的实体会向上浮起,并获得短时抗火效果。潜行可以下降。", + "ars_elemental.page.air_upstream": "此方块会产生一道向上的涌流,周围实体会向上飘浮。潜行即会获得缓降效果并下降。影响到实体时消耗魔源。", + "ars_elemental.page.everfull_urn": "这个魔法瓮能将魔源转换成水。使用支配之杖将其与炼药锅或花药台连接,消耗少量魔源即可注水。", + "ars_elemental.page1.fire_golem": "烈焰加农就像林地行者那样,是个四处游荡的哨兵。它能发射火热的追踪弹射物攻击敌人,用支配之杖分配任务后还会在区域内巡逻。可以用灵魂沙和岩浆块更改其外形。就算被击倒,也可以用烈焰粉或岩浆膏重新激活。大家都叫它“烈焰炮仔”。", + "ars_elemental.page1.mermaid": "塞壬出现于温暖的海域,会跃出水面,也会跟着船只游泳。向她们赠送海泡菜就可以交上朋友,她们收到后会高兴地跳起,并留下若干碎片。持有塞壬护符对海晶石使用,即可召唤塞壬,并将海晶石变为塞壬神坛。给予驯服的塞壬海带和珊瑚后,她们会变换颜色。", + "ars_elemental.page2.mermaid": "塞壬神坛会随时间产出渔获,每次产出后需供给魔源。产品的数量,以及获得宝藏的概率,都会因神坛旁有多种水生动植物而增加。你可以在神坛旁建一座水族馆,或打理出一片池塘,让塞壬们尽情生活。[注意:更新分数需要一定时间]。", + "ars_elemental.page1.advanced_prism": "法术棱镜的升级版,可以调整为对准特定方块。可用支配之杖进行调整。此类发射棱镜可安装透镜,但不可被活塞推动。每次重定向时,一部分透镜可能需要消耗少量魔源。", + "ars_elemental.page2.advanced_prism": "高等法术棱镜接受棱镜透镜,以更改棱镜重定向的方式。弧线透镜和追踪透镜分别可让弹射物变为弧线或追踪弹射物。虹彩透镜会随机变动弹射物的颜色,加速和减速透镜可以更改弹射物的速度。", + "ars_elemental.page.spell_mirror": "与法术棱镜类似的挂镜,可以放在地上,或是挂在墙上和天花板上。击中此镜的法术弹射物会朝相对方向镜面反射出去。", + "ars_nouveau.page.elemental_turrets": "元素灌注炮塔", + "ars_elemental.page1.elemental_turrets": "附魔法术炮塔可以灌注入元素核心的力量,以赋予其一部分核心的能力。此类炮塔发射的法术会具有对应核心的增强效果;法术中若有一个对应学派的魔符,则消耗会降低65%%。", + "ars_elemental.page.base_bangle": "此魔法饰品有概率提高法术的伤害。它的魔力不太稳定,也许与某个学派校准就能让它稳定下来。", + "ars_elemental.page1.air_bangle": "此手环能提高气元素法术的伤害。你的手臂伴随着气岚的鼓动,常态提升速度和击退力度。", + "ars_elemental.page1.fire_bangle": "此手环能提高火元素法术的伤害。你的手臂被烈火包裹,能点燃击中的敌人;身处炎热的生物群系时,会常态提升速度。", + "ars_elemental.page1.earth_bangle": "此手环能提高土元素法术的伤害。你的手臂爬满艳丽的花藤,能禁锢击中的敌人,还将让你免疫仙人掌和甜浆果丛,并给予击退抗性。", + "ars_elemental.page1.water_bangle": "此手环能提高水元素法术的伤害。你的手臂周围飘满寒气,每次攻击都能冰冻敌人;身处水中或雨中时,会常态提升速度。", + "ars_elemental.page1.summon_bangle": "此手环能提高召唤法术的伤害。你的召唤物遵从你手臂挥舞的号令,以更高的伤害攻击你所攻击的事物。", + "ars_elemental.page1.anima_bangle": "此手环能提高灵魂法术的伤害。你能在手臂中感受到生与死的循环,随机治疗或凋零击中的敌人,并给予你小幅生命提升。", + "ars_elemental.page.book_protection": "此法术书升级能令法术书免受各式伤害,从仙人掌到熔岩湖都是一样。不能保证免除虚空的损害。书册上的金色纹路会变成下界合金的黑色,可以在客户端配置中关掉这一变化。", + "ars_elemental.perk_desc.thread_shock": "法术中的伤害效果能电击目标,在法术结算前会额外造成短暂的触电。在3级纤维槽时造成静电。", + "ars_elemental.perk_desc.thread_spore": "法术中的伤害效果会在法术结算前额外造成短暂的中毒或饥饿。", + "ars_elemental.perk_desc.thread_summon": "每级降低10%%召唤失调,小幅增加召唤生物造成的伤害。", + "item.ars_elemental.ritual_squirrels": "松鼠飞毛腿", + "ars_elemental.ritual_desc.ritual_squirrels": "给予范围内星宝石兽长时间的速度提升。增益在15格半径范围内每30秒刷新一次。以金块增强时范围会扩展到30格半径。", + "item.ars_elemental.ritual_tesla_coil": "电击", + "ars_elemental.ritual_desc.ritual_tesla_coil": "向仪式范围内的实体落雷。以气之精华增强时也会将玩家视作目标。[以火盆为中心的11x7x11长方体]。", + "item.ars_elemental.ritual_repulsion": "排斥", + "ars_elemental.ritual_desc.ritual_repulsion": "推开15格半径范围内所有生物。以骨头增强时只会推离亡灵生物。对玩家和Boss无效。", + "item.ars_elemental.ritual_attraction": "吸引", + "ars_elemental.ritual_desc.ritual_attraction": "将8格半径范围内实体吸向火盆,好像磁铁一样。对玩家和Boss无效。", + "item.ars_elemental.ritual_detection": "检测", + "ars_elemental.ritual_desc.ritual_detection": "令128格半径范围内所有怪物发光10分钟。", + "ars_elemental.enchantment_desc.mirror_shield": "只适用于巫师之盾。举盾格挡时有概率反弹法术弹射物。每等级追加25%概率。", + "ars_elemental.enchantment_desc.soulbound": "阻止死亡时丢失有此魔咒的物品。", + "item.ars_elemental.siren_familiar": "绑定手稿:塞壬", + "ars_elemental.familiar_name.siren_familiar": "塞壬", + "ars_elemental.familiar_desc.siren_familiar": "塞壬使魔能令水元素法术的伤害增加2点。召唤者身处水中时会获得海豚的恩惠 II。在塞壬旁边执行绑定仪式获得。", + "item.ars_elemental.firenando_familiar": "绑定手稿:烈焰加农", + "ars_elemental.familiar_name.firenando_familiar": "烈焰加农", + "ars_elemental.familiar_desc.firenando_familiar": "烈焰加农使魔能令火元素法术的伤害增加2点,将弹射物法术的消耗降低20%%。喂食岩浆膏可获得短时抗火效果。在烈焰加农旁边执行绑定仪式获得。", + "ars_elemental.glyph_name.glyph_discharge": "放电", + "ars_elemental.glyph_desc.glyph_discharge": "为拥有静电或触电效果的实体放电,对其造成伤害,并电击周围敌人。静电效果造成的伤害更多。若目标穿戴有能量驱动的盔甲,则会抽取其中一部分能量用于增加伤害。", + "ars_elemental.glyph_name.glyph_spark": "电火花", + "ars_elemental.glyph_desc.glyph_spark": "用静电火花对目标造成伤害。对潮湿实体造成的伤害更多。", + "ars_elemental.glyph_name.glyph_bubble_shield": "魔力泡泡", + "ars_elemental.glyph_desc.glyph_bubble_shield": "制造一面全方位防御性护盾,消耗魔力以减少伤害。可抵挡负面效果。魔力耗尽时护盾即会消散。泡泡还能抵御魔法烧灼。", + "ars_elemental.glyph_name.glyph_watery_grave": "沉重之水", + "ars_elemental.glyph_desc.glyph_watery_grave": "强令生物溺水。减少目标的氧气补给速度,增加耗尽氧气时产生的溺水伤害。身处水中的实体会下沉,与“重力”类似,可由“延长时效”增强。", + "ars_elemental.glyph_name.glyph_conjure_terrain": "召唤地层", + "ars_elemental.glyph_desc.glyph_conjure_terrain": "放置泥土或其他地层方块。以“扩散”及“穿透”增强时可放置更多方块,“强化”增强一次改为放置圆石,增强两次改为放置深板岩圆石。跟随“召唤水”时改为放置泥巴。以“强化”增强相应次数后再跟随“熔炼”,则改为放置石头或深板岩。跟随“粉碎”时改为放置沙子,“强化”后再跟随“粉碎”改为放置砂岩。", + "ars_elemental.glyph_name.glyph_poison_spores": "毒性孢子", + "ars_elemental.glyph_desc.glyph_poison_spores": "令目标身上爆发出有毒的孢子雾,对其造成伤害,并将中毒和饥饿传播给附近实体。只会对拥有中毒或饥饿效果的生物造成伤害。", + "ars_elemental.glyph_name.glyph_phantom_grasp": "幻翼之握", + "ars_elemental.glyph_desc.glyph_phantom_grasp": "小幅治疗亡灵生物。对其他活物使用时,则会造成等量的魔法和疲劳伤害,消耗其饱和度或饥饿值。", + "ars_elemental.glyph_name.glyph_spike": "尖刺", + "ars_elemental.glyph_desc.glyph_spike": "制造一束滴水石尖刺,对触碰到它的实体造成伤害。可由“扩散”和“穿透”增强,以增加其宽度或高度;以“延长时效”增强可延长其存在的时间;以“强化”增强可令其造成更多伤害。", + "ars_elemental.glyph_name.glyph_envenom": "毒侵", + "ars_elemental.glyph_desc.glyph_envenom": "令目标中毒,不断造成伤害。若目标已经中毒,则将毒性加深到可致死。“毒性孢子”能对受毒侵的实体造成更多伤害。", + "ars_elemental.glyph_name.glyph_homing_projectile": "追踪弹射物", + "ars_elemental.glyph_desc.glyph_homing_projectile": "此弹射物会搜寻并追踪最近的实体,若无有效目标则与经典的弹射物无异。仅能在“敏感”增强下搜寻玩家。", + "ars_elemental.glyph_name.glyph_propagator_homing": "追踪调态", + "ars_elemental.glyph_desc.glyph_propagator_homing": "将法术的剩余部分换为“追踪弹射物”形态,从命中的位置发射。", + "ars_elemental.glyph_name.glyph_arc_projectile": "弧线弹射物", + "ars_elemental.glyph_desc.glyph_arc_projectile": "此弹射物受重力影响。每一个“穿透”增强构件均可使其着陆后多弹起一次。", + "ars_elemental.glyph_name.glyph_propagator_arc": "弧线调态", + "ars_elemental.glyph_desc.glyph_propagator_arc": "将法术的剩余部分换为“弧线弹射物”形态,从命中的位置发射。", + "ars_elemental.glyph_name.glyph_aquatic_filter": "过滤水生", + "ars_elemental.glyph_desc.glyph_aquatic_filter": "若法术目标不是水生生物,则停止施放。", + "ars_elemental.glyph_name.glyph_not_aquatic_filter": "过滤非水生", + "ars_elemental.glyph_desc.glyph_not_aquatic_filter": "若法术目标是水生生物,则停止施放。", + "ars_elemental.glyph_name.glyph_aerial_filter": "过滤飞行", + "ars_elemental.glyph_desc.glyph_aerial_filter": "若法术目标不是飞行生物,则停止施放。", + "ars_elemental.glyph_name.glyph_not_aerial_filter": "过滤非飞行", + "ars_elemental.glyph_desc.glyph_not_aerial_filter": "若法术目标是飞行生物,则停止施放。", + "ars_elemental.glyph_name.glyph_fiery_filter": "过滤防火", + "ars_elemental.glyph_desc.glyph_fiery_filter": "若法术目标不免疫火焰且不为火焰生物,则停止施放。", + "ars_elemental.glyph_name.glyph_not_fiery_filter": "过滤不防火", + "ars_elemental.glyph_desc.glyph_not_fiery_filter": "若法术目标免疫火焰或为火焰生物,则停止施放。", + "ars_elemental.glyph_name.glyph_insect_filter": "过滤昆虫", + "ars_elemental.glyph_desc.glyph_insect_filter": "若法术目标不是节肢生物,则停止施放。", + "ars_elemental.glyph_name.glyph_not_insect_filter": "过滤非昆虫", + "ars_elemental.glyph_desc.glyph_not_insect_filter": "若法术目标是节肢生物,则停止施放。", + "ars_elemental.glyph_name.glyph_undead_filter": "过滤亡灵", + "ars_elemental.glyph_desc.glyph_undead_filter": "若法术目标不是亡灵生物,则停止施放。", + "ars_elemental.glyph_name.glyph_not_undead_filter": "过滤非亡灵", + "ars_elemental.glyph_desc.glyph_not_undead_filter": "若法术目标是亡灵生物,则停止施放。", + "ars_elemental.glyph_name.glyph_summon_filter": "过滤召唤生物", + "ars_elemental.glyph_desc.glyph_summon_filter": "若法术目标不是被召唤的生物,则停止施放。", + "ars_elemental.glyph_name.glyph_not_summon_filter": "过滤非召唤生物", + "ars_elemental.glyph_desc.glyph_not_summon_filter": "若法术目标是被召唤的生物,则停止施放。", + "ars_nouveau.school.necromancy": "灵魂学派", + "ars_elemental.glyph_name.glyph_life_link": "生命链接", + "ars_elemental.glyph_desc.glyph_life_link": "在施法者和法术目标间制造一条生命链接。对施法者造成的伤害会与目标分享,目标受到的治疗会与施法者分享。“剪切”可以切断生命链接,终止链接两端实体的效果。", + "ars_elemental.glyph_name.glyph_charm": "迷咒", + "ars_elemental.glyph_desc.glyph_charm": "夺取敌人的意识,强令它们暂时与你结盟,为你作战;对可驯服的生物使用时,驯服之;对野生动物使用时,令其开始繁衍。每用“强化”增强一次,或每造成一次伤害,均会增加成功迷住目标的概率。强大目标对“迷咒”的抗性也更强。", + "death.attack.hellflare": "%1$s被魔法火焰焚烧殆尽了", + "death.attack.hellflare.item": "%1$s被%2$s用%3$s产生的魔法火焰焚烧殆尽了", + "death.attack.poison": "%2$s的毒性孢子在%1$s体内发了芽", + "death.attack.poison.item": "%1$s被%2$s用%3$s毒害而亡", + "death.attack.spark": "%1$s经历了一次短路般的电击", + "death.attack.spark.item": "%1$s被%2$s用%3$s电击至死", + "item.ars_elemental.fire_hat": "烈火法师帽子", + "item.ars_elemental.fire_robes": "烈火法师法袍", + "item.ars_elemental.fire_leggings": "烈火法师护腿", + "item.ars_elemental.fire_boots": "烈火法师靴子", + "item.ars_elemental.aqua_hat": "碧水法师帽子", + "item.ars_elemental.aqua_robes": "碧水法师法袍", + "item.ars_elemental.aqua_leggings": "碧水法师护腿", + "item.ars_elemental.aqua_boots": "碧水法师靴子", + "item.ars_elemental.earth_hat": "厚土法师帽子", + "item.ars_elemental.earth_robes": "厚土法师法袍", + "item.ars_elemental.earth_leggings": "厚土法师护腿", + "item.ars_elemental.earth_boots": "厚土法师靴子", + "item.ars_elemental.air_hat": "气岚法师帽子", + "item.ars_elemental.air_robes": "气岚法师法袍", + "item.ars_elemental.air_leggings": "气岚法师护腿", + "item.ars_elemental.air_boots": "气岚法师靴子", + "ars_elemental.armor_set.shift_info": "按住%s显示套装信息", + "ars_elemental.lens.shift_info": "按住%s显示透镜信息", + "ars_elemental.lens.arc": "将重新导向的弹射物变为弧线弹射物。", + "ars_elemental.lens.homing": "将重新导向的弹射物变为追踪弹射物。原有弹射物中的过滤构件不会保留。", + "ars_elemental.lens.rgb": "令重新导向的弹射物不断循环切换颜色。", + "ars_elemental.lens.acceleration": "增加重新导向的弹射物的速度。", + "ars_elemental.lens.deceleration": "降低重新导向的弹射物的速度。", + "ars_elemental.lens.pierce": "向棱镜供应魔源时,能让重新导向的弹射物穿透更多方块和实体。", + "ars_elemental.page.armor_set.wip": "注意:由于盔甲重做需要改动很多资源,1.19版本中不会有轻型和重型元素盔甲;相应地,可以用所有三种盔甲合成“中型”盔甲。升级会保留魔咒和纤维,但如此操作需要盔甲已经达到3级。", + "ars_elemental.armor_set.fire": "烈火法师套装", + "ars_elemental.armor_set.fire.desc": "吸收一部分火元素伤害并转换成魔力,能立即熄灭身上的火焰。", + "ars_elemental.armor_set.aqua": "碧水法师套装", + "ars_elemental.armor_set.aqua.desc": "吸收一部分水元素伤害并转换成魔力,即将溺水时会补充氧气。", + "ars_elemental.armor_set.earth": "厚土法师套装", + "ars_elemental.armor_set.earth.desc": "吸收一部分土元素伤害并转换成魔力,在地下深处饥饿时会恢复饥饿值。", + "ars_elemental.armor_set.air": "气岚法师套装", + "ars_elemental.armor_set.air.desc": "吸收一部分气元素伤害并转换成魔力,能大幅降低摔落伤害。", + "ars_elemental.page.armor_set.fire": "与火元素学派校准的盔甲。每件盔甲都能强化火元素魔符,降低其消耗,并减少所受熔岩、龙息、岩浆块等与火相关的伤害。$(br)穿戴全套盔甲时,减少的伤害会转换成魔力,并能立即熄灭身上的火焰。", + "ars_elemental.page.armor_set.aqua": "与水元素学派校准的盔甲。每件盔甲都能强化水元素魔符,降低其消耗,并减少所受溺水、冰冻、闪电等与水相关的伤害。$(br)穿戴全套盔甲时,减少的伤害会转换成魔力,并能在即将溺水时补充氧气。", + "ars_elemental.page.armor_set.air": "与气元素学派校准的盔甲。每件盔甲都能强化气元素魔符,降低其消耗,并减少所受摔落、动能、闪电等与气相关的伤害。$(br)穿戴全套盔甲时,减少的伤害会转换成魔力,摔落也不再那么烦人了!", + "ars_elemental.page.armor_set.earth": "与土元素学派校准的盔甲。每件盔甲都能强化土元素魔符,降低其消耗,并减少所受饥饿、甜浆果丛、仙人掌、“粉碎”等与土相关的伤害。$(br)穿戴全套盔甲时,减少的伤害会转换成魔力,并能在身处地底深处且即将饥饿时补充饥饿值。", + "ars_elemental.thread_of": "%s之纤维", + "ars_elemental.tablet_of": "%s之板", + "tooltip.siren_shards": "通过给予塞壬海泡菜获得。", + "tooltip.ars_elemental.lens": "可装入高等法术棱镜。", + "tooltip.ars_nouveau.blessed": "四元素的庇护", + "ars_elemental.focus.shift_info": "按住%s显示更多核心信息", + "tooltip.ars_elemental.focus_element": "与某一元素校准的核心,能让部分魔符产生新效果。", + "tooltip.ars_elemental.focus_boost": "强化%s学派的魔符,并降低其消耗。", + "tooltip.ars_elemental.focus_malus": "抑制其他元素学派的魔符。", + "tooltip.ars_elemental.focus_element_mana.air": "佩戴者身处高空时给予魔力再生 I。", + "tooltip.ars_elemental.focus_element_mana.fire": "佩戴者身处火焰或熔岩中时给予法术伤害提升 II。", + "tooltip.ars_elemental.focus_element_mana.water": "佩戴者潮湿时给予魔力再生 I,在游泳时给予魔力再生 II与海豚的恩惠。", + "tooltip.ars_elemental.focus_element_mana.earth": "佩戴者身处地下深处时给予魔力再生 I。", + "tooltip.ars_elemental.focus_anima": "召唤的实体会复活,变成更强大的变种。这些复仇者会与你一齐发射追踪法术,击杀敌人时还会治疗你。", + "tooltip.ars_elemental.bags": "位于快捷栏或饰品栏时可通过%s打开。", + "item.minecraft.splash_potion.effect.enderference_potion_strong": "喷溅型抑影药水", + "item.minecraft.splash_potion.effect.enderference_potion": "喷溅型抑影药水", + "item.minecraft.splash_potion.effect.enderference_potion_long": "喷溅型抑影药水", + "item.minecraft.potion.effect.enderference_potion_strong": "抑影药水", + "item.minecraft.potion.effect.enderference_potion": "抑影药水", + "item.minecraft.potion.effect.enderference_potion_long": "抑影药水", + "item.minecraft.lingering_potion.effect.enderference_potion_strong": "滞留型抑影药水", + "item.minecraft.lingering_potion.effect.enderference_potion": "滞留型抑影药水", + "item.minecraft.lingering_potion.effect.enderference_potion_long": "滞留型抑影药水", + "item.minecraft.tipped_arrow.effect.enderference_potion_strong": "抑影之箭", + "item.minecraft.tipped_arrow.effect.enderference_potion": "抑影之箭", + "item.minecraft.tipped_arrow.effect.enderference_potion_long": "抑影之箭", + "item.minecraft.splash_potion.effect.shock_potion_potion_strong": "喷溅型静电药水", + "item.minecraft.splash_potion.effect.shock_potion": "喷溅型静电药水", + "item.minecraft.splash_potion.effect.shock_potion_long": "喷溅型静电药水", + "item.minecraft.potion.effect.shock_potion_strong": "静电药水", + "item.minecraft.potion.effect.shock_potion": "静电药水", + "item.minecraft.potion.effect.shock_potion_long": "静电药水", + "item.minecraft.lingering_potion.effect.shock_potion_strong": "滞留型静电药水", + "item.minecraft.lingering_potion.effect.shock_potion": "滞留型静电药水", + "item.minecraft.lingering_potion.effect.shock_potion_long": "滞留型静电药水", + "item.minecraft.tipped_arrow.effect.shock_potion_strong": "静电之箭", + "item.minecraft.tipped_arrow.effect.shock_potion": "静电之箭", + "item.minecraft.tipped_arrow.effect.shock_potion_long": "静电之箭", + "ars_nouveau.connections.fail.urn": "此方块与无底水瓮不兼容。", + "ars_elemental.adv.title.siren_charm": "并不是儒艮", + "ars_elemental.adv.desc.siren_charm": "获得塞壬护符", + "ars_elemental.adv.title.firenando_charm": "他们叫我“烈焰炮哥”", + "ars_elemental.adv.desc.firenando_charm": "获得烈焰加农护符", + "ars_elemental.adv.title.lesser_air_focus": "气之道途", + "ars_elemental.adv.desc.lesser_air_focus": "获得雏形气之核心", + "ars_elemental.adv.title.air_focus": "掌控气元素", + "ars_elemental.adv.desc.air_focus": "获得气之核心", + "ars_elemental.adv.title.lesser_fire_focus": "火之道途", + "ars_elemental.adv.desc.lesser_fire_focus": "获得雏形火之核心", + "ars_elemental.adv.title.fire_focus": "掌控火元素", + "ars_elemental.adv.desc.fire_focus": "获得火之核心", + "ars_elemental.adv.title.lesser_earth_focus": "土之道途", + "ars_elemental.adv.desc.lesser_earth_focus": "获得雏形土之核心", + "ars_elemental.adv.title.earth_focus": "掌控土元素", + "ars_elemental.adv.desc.earth_focus": "获得土之核心", + "ars_elemental.adv.title.lesser_water_focus": "水之道途", + "ars_elemental.adv.desc.lesser_water_focus": "获得雏形水之核心", + "ars_elemental.adv.title.water_focus": "掌控水元素", + "ars_elemental.adv.desc.water_focus": "获得水之核心", + "ars_elemental.adv.title.curio_bag": "千万别问法师的包里有什么", + "ars_elemental.adv.title.necrotic_focus": "腐坏的召唤", + "ars_elemental.adv.desc.necrotic_focus": "获得腐坏之核心", + "ars_elemental.adv.desc.curio_bag": "获得饰品口袋", + "ars_elemental.adv.title.caster_bag": "你的便携式武器库", + "ars_elemental.adv.desc.caster_bag": "获得施法者提包", + "ars_elemental.adv.title.spore_blossom": "死于鲜花", + "ars_elemental.adv.desc.spore_blossom": "以“生长”或“毒性孢子”击杀亡灵生物,并获得一朵孢子花", + "ars_elemental.adv.title.mark_of_mastery": "元素大师", + "ars_elemental.adv.desc.mark_of_mastery": "将精华与供物结合,获得精通之印", + "ars_elemental.adv.title.summon_dolphin": "你的个人潜水艇", + "ars_elemental.adv.desc.summon_dolphin": "佩戴水之核心时,使用“召唤骏马”召出一只海豚", + "ars_elemental.adv.title.summon_strider": "炽足兽时间到", + "ars_elemental.adv.desc.summon_strider": "佩戴火之核心时,使用“召唤骏马”召出一只炽足兽", + "ars_elemental.adv.title.summon_skeleton_horse": "预兆", + "ars_elemental.adv.desc.summon_skeleton_horse": "佩戴腐坏之核心时,使用“召唤骏马”召出一匹骷髅马", + "ars_elemental.adv.title.everfull_urn": "满是怀故之泪", + "ars_elemental.adv.desc.everfull_urn": "获得无底水瓮", + "ars_elemental.adv.title.levitation": "它叫“潜影贝”,不叫“潜影怪”", + "ars_elemental.adv.desc.levitation": "佩戴气之核心时,使用“发射”和“延长时效”令一个生物飘浮", + "ars_elemental.adv.title.mirror_shield": "就像是个法术棱镜", + "ars_elemental.adv.desc.mirror_shield": "使用带有法术反弹魔咒的盾牌反弹一个法术弹射物", + "ars_elemental.adv.title.x": "", + "ars_elemental.adv.desc.x": "" +} diff --git a/projects/1.21/assets/ars-elemental/ars_elemental/lang/en_us.json b/projects/1.21/assets/ars-elemental/ars_elemental/lang/en_us.json new file mode 100644 index 000000000000..80bcfd6612ec --- /dev/null +++ b/projects/1.21/assets/ars-elemental/ars_elemental/lang/en_us.json @@ -0,0 +1,471 @@ +{ + "ars_elemental.adv.desc.air_focus": "Acquire a major focus of Air", + "ars_elemental.adv.desc.caster_bag": "Acquire a Spellcaster Bag", + "ars_elemental.adv.desc.curio_bag": "Acquire a Trinkets Pouch", + "ars_elemental.adv.desc.earth_focus": "Acquire a major focus of Earth", + "ars_elemental.adv.desc.everfull_urn": "Acquire an Urn of Endless Waters", + "ars_elemental.adv.desc.fire_focus": "Acquire a major focus of Fire", + "ars_elemental.adv.desc.firenando_charm": "Acquire a Flarecannon Charm", + "ars_elemental.adv.desc.lesser_air_focus": "Acquire a lesser focus of Air", + "ars_elemental.adv.desc.lesser_earth_focus": "Acquire a lesser focus of Earth", + "ars_elemental.adv.desc.lesser_fire_focus": "Acquire a lesser focus of Fire", + "ars_elemental.adv.desc.lesser_water_focus": "Acquire a lesser focus of Water", + "ars_elemental.adv.desc.levitation": "Use Launch + Extend Time while wearing an air focus to make a mob levitate", + "ars_elemental.adv.desc.mark_of_mastery": "Combine the essences with the tribute and obtain the Mark of Mastery", + "ars_elemental.adv.desc.mirror_shield": "Reflect a spell projectile using a spell reflection shield", + "ars_elemental.adv.desc.necrotic_focus": "Acquire a Necromancy focus", + "ars_elemental.adv.desc.siren_charm": "Acquire a Siren Charm", + "ars_elemental.adv.desc.spore_blossom": "Obtain a Spore Blossom by killing an undead with Grow or Poison Spores", + "ars_elemental.adv.desc.summon_dolphin": "Summon a dolphin using Summon Steed wearing a water focus", + "ars_elemental.adv.desc.summon_skeleton_horse": "Summon a skeleton horse using Summon Steed wearing a necromancy focus", + "ars_elemental.adv.desc.summon_strider": "Summon a strider using Summon Steed wearing a fire focus", + "ars_elemental.adv.desc.water_focus": "Acquire a major focus of Water", + "ars_elemental.adv.desc.x": "", + "ars_elemental.adv.title.air_focus": "Master of Air", + "ars_elemental.adv.title.caster_bag": "Your portable arsenal", + "ars_elemental.adv.title.curio_bag": "Never ask a mage what's in their bag", + "ars_elemental.adv.title.earth_focus": "Master of Earth", + "ars_elemental.adv.title.everfull_urn": "Filled with tears of Nostalgia", + "ars_elemental.adv.title.fire_focus": "Master of Fire", + "ars_elemental.adv.title.firenando_charm": "They call me Firenando Mc Cannon", + "ars_elemental.adv.title.lesser_air_focus": "The way of Air", + "ars_elemental.adv.title.lesser_earth_focus": "The way of Earth", + "ars_elemental.adv.title.lesser_fire_focus": "The way of Fire", + "ars_elemental.adv.title.lesser_water_focus": "The way of Water", + "ars_elemental.adv.title.levitation": "It's Shulkèr, not Shulkeér", + "ars_elemental.adv.title.mark_of_mastery": "Elemental Maestro", + "ars_elemental.adv.title.mirror_shield": "Feeling like a Prism", + "ars_elemental.adv.title.necrotic_focus": "A corrupted summoning", + "ars_elemental.adv.title.siren_charm": "Not a Manatee", + "ars_elemental.adv.title.spore_blossom": "A Blooming Death", + "ars_elemental.adv.title.summon_dolphin": "Your personal submarine", + "ars_elemental.adv.title.summon_skeleton_horse": "The Harbinger", + "ars_elemental.adv.title.summon_strider": "It's Striding Time", + "ars_elemental.adv.title.water_focus": "Master of Water", + "ars_elemental.adv.title.x": "", + "ars_elemental.armor_set.air": "Aethermancer's Set", + "ars_elemental.armor_set.air.desc": "Absorb some air-related damage and convert into mana, highly reduce fall damage.", + "ars_elemental.armor_set.aqua": "Aquamancer's Set", + "ars_elemental.armor_set.aqua.desc": "Absorb some water-related damage and convert into mana, refill air if about to drown.", + "ars_elemental.armor_set.earth": "Geomancer's Set", + "ars_elemental.armor_set.earth.desc": "Absorb some earth-related damage and convert into mana, gives food deep underground if about to starve.", + "ars_elemental.armor_set.fire": "Pyromancer's Set", + "ars_elemental.armor_set.fire.desc": "Absorb some fire-related damage and convert into mana, instantly clears fire.", + "ars_elemental.armor_set.shift_info": "Hold %s for set info", + "ars_elemental.enchantment_desc.mirror_shield": "Can only be applied on the Enchanter's Shield. Gives a chance of reflecting spell projectile while blocking with the shield. 25% per level.", + "ars_elemental.enchantment_desc.soulbound": "Prevent the item enchanted from being lost on death.", + "ars_elemental.familiar_desc.firenando_familiar": "A Flarecannon Familiar increases the damage of Fire spells by 2 and reduce projectile-based spells cost by 20%%. You can feed it a Magma Cream to get a short Fire Resistance buff. Obtained by performing the Ritual of Binding near a Flarecannon.", + "ars_elemental.familiar_desc.siren_familiar": "A Siren Familiar will increase the damage of Water spells by 2. It will also give Dolphin Grace II to the summoner while in water. Obtained by performing the Ritual of Binding near a Siren.", + "ars_elemental.familiar_name.firenando_familiar": "Flarecannon", + "ars_elemental.familiar_name.siren_familiar": "Siren", + "ars_elemental.focus.shift_info": "Hold %s for more focus info", + "ars_elemental.glyph_desc.glyph_aerial_filter": "Stops the spell from resolving if target an aerial creature", + "ars_elemental.glyph_desc.glyph_aquatic_filter": "Stops the spell from resolving if target an aquatic creature", + "ars_elemental.glyph_desc.glyph_arc_projectile": "This projectile is affected by gravity. Every Pierce applied will make it bounce one time when it hit the ground.", + "ars_elemental.glyph_desc.glyph_bubble_shield": "Creates a protective coating that consumes mana to reduce incoming damage. This shielding bubble might also prevent debuff to affect the entity and will dissipate if the mana exhausts while defending. The effect will also shield from magic fire.", + "ars_elemental.glyph_desc.glyph_charm": "Try to dominate the mind of enemy, making them fight for you as a temporary ally, a tamable mob, to tame it, or a wild animal, to make it fall in love. Each Amplify and damage dealt raises the chance of successfully charming the target, as stronger mobs will have higher resistance to your control.", + "ars_elemental.glyph_desc.glyph_conflagrate": "When it hits a target on fire, it causes a detonation that deals damage to all entities in range. That explosion might spread explosive powder on them, causing them to explode after a while.", + "ars_elemental.glyph_desc.glyph_conjure_terrain": "Places Dirt or other terrain blocks. Can be augmented with AoE and Pierce to place more blocks, one Amplify to place cobblestone, two for cobbled deepslate, or one of the following combinations: Followed by ConjureWater, it will place Mud. If augmented with Amplify(s) and followed by Smelt, it will place Stone or Deepslate. If followed by Crush it will place Sand or, if amplified, Sandstone.", + "ars_elemental.glyph_desc.glyph_discharge": "Discharge an entity affected by static charge or shocked, damaging it and shocking surrounding enemies. If the damage was triggered by static charge, it will be empowered. If the main target had energy-based armors, some of the energy in it will be absorbed to boost damage.", + "ars_elemental.glyph_desc.glyph_envenom": "Poisons the target, dealing damage over time. If the target is already poisoned, the poison will become a more deadly venom. An envenomed target takes more damage from poison spores.", + "ars_elemental.glyph_desc.glyph_fiery_filter": "Stops the spell from resolving if target a fire immune or fiery creature", + "ars_elemental.glyph_desc.glyph_homing_projectile": "This projectile seek the nearest entity and follow it, will behave as a classic projectile while there are no valid targets. Players will only be targeted if augmented by Sensitive.", + "ars_elemental.glyph_desc.glyph_insect_filter": "Stops the spell from resolving if target an arthropod creature", + "ars_elemental.glyph_desc.glyph_life_link": "You create a link between your life force and the target's. Any damage dealt to you will be shared with the target and any healing of the target will be shared with you. Using sensitive reverses the direction of the link. Cut can sever the life link, ending the effect on both sides.", + "ars_elemental.glyph_desc.glyph_not_aerial_filter": "Stops the spell from resolving unless target an aerial creature", + "ars_elemental.glyph_desc.glyph_not_aquatic_filter": "Stops the spell from resolving unless target an aquatic creature", + "ars_elemental.glyph_desc.glyph_not_fiery_filter": "Stops the spell from resolving unless target a fire immune or fiery creature", + "ars_elemental.glyph_desc.glyph_not_insect_filter": "Stops the spell from resolving unless target an arthropod creature", + "ars_elemental.glyph_desc.glyph_not_summon_filter": "Stops the spell from resolving unless target a summoned creature", + "ars_elemental.glyph_desc.glyph_not_undead_filter": "Stops the spell from resolving unless target an undead creature", + "ars_elemental.glyph_desc.glyph_nullify_defense": "Nullifies the target's innate immunity after taking damage, making it vulnerable to damage again.", + "ars_elemental.glyph_desc.glyph_phantom_grasp": "Heals a small amount of health to undead. When used on living beings, the spell will deal an equal amount of magic and exhaustion damage, depleting their saturation or hunger.", + "ars_elemental.glyph_desc.glyph_poison_spores": "A fog of poison spores erupts from the target, damaging it and causing poison and hunger to spread to nearby entities. It can only damage mobs poisoned or afflicted by hunger.", + "ars_elemental.glyph_desc.glyph_propagator_arc": "Convert the remainder of the spell into an Arc Projectile and shoot it from where it lands.", + "ars_elemental.glyph_desc.glyph_propagator_homing": "Convert the remainder of the spell into an Homing Projectile and shoot it from where it lands, oriented toward the caster's look.", + "ars_elemental.glyph_desc.glyph_spark": "Damages the target with a spark of static energy and shocks it. Deals more damage to wet entities", + "ars_elemental.glyph_desc.glyph_spike": "Creates a spike of dripstone that will damage entities that touch it. Can be augmented with AoE and Pierce to make it wider or taller, with ExtendTime to make it last longer or with Amplify to make it deal more damage.", + "ars_elemental.glyph_desc.glyph_summon_filter": "Stops the spell from resolving if target a summoned creature", + "ars_elemental.glyph_desc.glyph_undead_filter": "Stops the spell from resolving if target an undead creature", + "ars_elemental.glyph_desc.glyph_watery_grave": "Dooms a creature to drown. Reduces the target air supply and causes drowning damage when depleted. When augmented with Extend Time, they will be dragged down and unable to swim up for a short period.", + "ars_elemental.glyph_name.glyph_aerial_filter": "Filter:Aerial", + "ars_elemental.glyph_name.glyph_aquatic_filter": "Filter:Aquatic", + "ars_elemental.glyph_name.glyph_arc_projectile": "Arc Projectile", + "ars_elemental.glyph_name.glyph_bubble_shield": "Bubble Shield", + "ars_elemental.glyph_name.glyph_charm": "Charm", + "ars_elemental.glyph_name.glyph_conflagrate": "Conflagrate", + "ars_elemental.glyph_name.glyph_conjure_terrain": "Conjure Terrain", + "ars_elemental.glyph_name.glyph_discharge": "Discharge", + "ars_elemental.glyph_name.glyph_envenom": "Envenom", + "ars_elemental.glyph_name.glyph_fiery_filter": "Filter:Fiery", + "ars_elemental.glyph_name.glyph_homing_projectile": "Homing Projectile", + "ars_elemental.glyph_name.glyph_insect_filter": "Filter:Insect", + "ars_elemental.glyph_name.glyph_life_link": "Life Link", + "ars_elemental.glyph_name.glyph_not_aerial_filter": "Filter:Not Aerial", + "ars_elemental.glyph_name.glyph_not_aquatic_filter": "Filter:Not Aquatic", + "ars_elemental.glyph_name.glyph_not_fiery_filter": "Filter:Not Fiery", + "ars_elemental.glyph_name.glyph_not_insect_filter": "Filter:Not Insect", + "ars_elemental.glyph_name.glyph_not_summon_filter": "Filter:Not Summon", + "ars_elemental.glyph_name.glyph_not_undead_filter": "Filter:Not Undead", + "ars_elemental.glyph_name.glyph_nullify_defense": "Nullify Defense", + "ars_elemental.glyph_name.glyph_phantom_grasp": "Phantom Grasp", + "ars_elemental.glyph_name.glyph_poison_spores": "Poison Spores", + "ars_elemental.glyph_name.glyph_propagator_arc": "Propagate Arc", + "ars_elemental.glyph_name.glyph_propagator_homing": "Propagate Homing", + "ars_elemental.glyph_name.glyph_spark": "Spark", + "ars_elemental.glyph_name.glyph_spike": "Spike", + "ars_elemental.glyph_name.glyph_summon_filter": "Filter:Summon", + "ars_elemental.glyph_name.glyph_undead_filter": "Filter:Undead", + "ars_elemental.glyph_name.glyph_watery_grave": "Watery Grave", + "ars_elemental.lens.acceleration": "Increase the speed of the redirected projectile.", + "ars_elemental.lens.arc": "Convert the redirected projectile in an Arc Projectile.", + "ars_elemental.lens.deceleration": "Decrease the speed of the redirected projectile.", + "ars_elemental.lens.homing": "Convert the redirected projectile in an Homing Projectile. The targeting filters of the original projectile won't be inherited.", + "ars_elemental.lens.pierce": "Makes the redirected projectile pierce through more blocks/entities if source is supplied to the prism.", + "ars_elemental.lens.rgb": "Makes the redirected projectile cycle colors.", + "ars_elemental.lens.shift_info": "Hold %s for lens info", + "ars_elemental.page.air_bangle": "This bangle will boost the damage of your Air spells. Your arms sparks with the element, giving a passive boost to speed and attack knockback.", + "ars_elemental.page.anima": "This school of magic branched out from Conjuration and Abjuration mages that tried to understand life, death and what's between. The essence tied to this school cycles between life and death, experiments suggest that it will make horses cycle between flesh, skeleton and zombie forms, but will it be the same horse as before?", + "ars_elemental.page.anima_bangle": "This bangle will boost the damage of your Anima spells. You can feel a cycle of life and death in your arms, randomly healing or withering the enemies hit and giving you a small health boost.", + "ars_elemental.page.armor_set.air": "Attuned to the School of Air, each piece of this armor will amplify air glyphs, make them cheaper and reduce damage related to air, like falling, hitting walls while flying and lightning.$(br)When all the pieces are equipped, the damage reduced is converted into mana, falling won't be a problem anymore!.", + "ars_elemental.page.armor_set.aqua": "Attuned to the School of Water, each piece of this armor will amplify water glyphs, make them cheaper and reduce damage related to water, like drowning, freezing and lightning.$(br)When all the pieces are equipped, the damage reduced is converted into mana and refill air if about to drown.", + "ars_elemental.page.armor_set.earth": "Attuned to the School of Earth, each piece of this armor will amplify earth glyphs, make them cheaper and reduce damage related to earth, like starving, berry bushes, cactus and crushing.$(br)When all the pieces are equipped, the damage reduced is converted into mana and gives food deep underground if about to starve.", + "ars_elemental.page.armor_set.fire": "Attuned to the School of Fire, each piece of this armor will amplify fire glyphs, make them cheaper, and reduce damage related to fire, like lava, dragon breath and magma.$(br)When all the pieces are equipped, the damage reduced is converted into mana and fire is immediately put out.", + "ars_elemental.page.armor_set.wip": "Note: Since the Armor Rework requires a lot of assets work, the light and heavy elemental armors variants won't be ready for 1.19, so the 'medium' elemental armors can be crafted will all three types. Upgrading will keep enchants and threads, but requires the base armor to be at tier 3.", + "ars_elemental.page.base_bangle": "This magic accessory has a chance to boost the damage of your spells. Its magic is unstable but perhaps attuning it to a school can stabilize its abilities.", + "ars_elemental.page.book_protection": "This book upgrade will protect your spellbook from all kinds of damage, may it be a cactus or a pool of lava. Can't guarantee on the void. The gold inlays will become netherite-black but you can toggle it off in the client configs.", + "ars_elemental.page.cut": "Cut can sever Life Links. While wearing an Air Focus, Cut will have chances to behead the target if it deals the killing blow. Up to 4 Luck augments can be used to boost the chances.", + "ars_elemental.page.earth_bangle": "This bangle will boost the damage of your Earth spells. Plants blossom on your arms, inflicting snare to enemies hit and granting the wearer immunity to cactus and berry bushes and knockback resistance.", + "ars_elemental.page.elemental_turrets": "Elemental Infused Turrets", + "ars_elemental.page.elemental_tweaks": "As long as Ars Elemental is installed, these tweaks will be active:$(br)Enchanter's Shield can trigger reactive on block.$(br)Summoned Lightnings won't destroy items.$(br)Crush can process items if augmented with Sensitive.$(br)Cold Snap deals more damage to mobs that are freezing.$(br)Ignite melts ice blocks into water.", + "ars_elemental.page.elemental_upgrades": "Elemental Armor Sets are attuned to the four elemental schools of magic. Each piece of armor will amplify glyphs of its school, make them cheaper, and reduce damage related to its element. When all pieces are equipped, the chunk of damage reduced is converted into mana and a special effect may trigger.", + "ars_elemental.page.fire_bangle": "This bangle will boost the damage of your Fire spells. Your arms are engulfed in the element, setting on fire enemies hit and granting a passive boost to speed while in hot biomes.", + "ars_elemental.page.freeze": "While wearing a Water Focus, Freeze will add Freezing buildups to the target and eventually Frozen status for a short time, stopping the target from healing. If used after Conjure Water, the conjured water will become ice.", + "ars_elemental.page.gravity": "While wearing an Earth Focus, and augmented with Sensitive, will create a gravity field that pull entities towards its center (filter-compatible). If the gravity well is cast directly on an entity, it will follow said entity.", + "ars_elemental.page.grow": "While wearing an Earth Focus, Grow will deal magic damage to undead with a chance of spawning a spore blossom.", + "ars_elemental.page.ignite": "Using Ignite on ice blocks will melt them. While wearing a Fire Focus, ignite will inflict Magic Burn. The magic flames burns even nether creatures making them vulnerable to fire. It slightly decrease damage taken from earth, but let magic damage pierce through some of the armor.", + "ars_elemental.page.launch": "While wearing an Air Focus, will apply Levitate when augmented with ExtendTime. Levitating targets will take extra damage from wind shear.", + "ars_elemental.page.necrotic_focus": "By imbuing the Focus of Summoning with evil energies, you can corrupt its powers towards Necromancy. Glyphs of the Anima school will get two free ExtendTime, Heal gets two amplify and Charm has way more chance to affect undead mobs. Summon Steed will change in Summon Skeletal Steed, which is able to walk and breathe underwater.", + "ars_elemental.page.schools": "Most glyphs have a school of magic associated with them. The elemental schools are Fire, Water, Air and Earth. The other schools are Manipulation, Conjuration, Abjuration and Anima. Magical equipment may be attuned to a specific school, giving bonuses or discounts to spells with glyphs of that school.", + "ars_elemental.page.spell_schools": "Schools of Magic", + "ars_elemental.page.summon_bangle": "This bangle will boost the damage of your Summoning spells. Your summons follows your arms movement, targeting whatever your hit with increased damage.", + "ars_elemental.page.water_bangle": "This bangle will boost the damage of your Water spells. Your arms chills the air around, freezing enemies on every hit. It will also grant the wearer a passive boost to speed in water and rain.", + "ars_elemental.page1.advanced_prism": "Upgrade of the Spell Prism that can be adjusted to aim to a specific block. Use the dominion wand to link the prism to a block. This prism also allows lenses, but can't be pushed by pistons. Some lens will require a bit of source whenever a spell is redirected.", + "ars_elemental.page1.air_focus": "This spell focus is attuned to the school of Air. While equipped, the glyphs of this school will be amplified and discounted. The lesser focus, as a drawback, will weaken glyphs of the other elemental schools. The major focus will also grant Mana Regen I while the wearer stands over Y 200 or is under the shocked effect.", + "ars_elemental.page1.curio_bag": "All those magical trinkets can easily clutter your inventory, but fear not! Using some magebloom fiber you can make a magic pouch to store items. You can also open it with $(k:ars_elemental.open_pouch) while in the hotbar or in a curio slot. You can further upgrade it into the Spellcaster bag, which is larger and can be dyed.", + "ars_elemental.page1.earth_focus": "This spell focus is attuned to the school of Earth. While equipped, the glyphs of this school will be amplified and discounted. The lesser focus, as a drawback, will weaken glyphs of the other elemental schools. The major focus also grants Mana Regen I while the wearer stand under Y 0.", + "ars_elemental.page1.elemental_turrets": "Enchanted Turrets can be imbued with the power of an elemental focus to gift them a fractions of its abilities. Spells shot by these turrets will trigger the combos of the corresponding focus and will be discounted by 65 %% if the spell contains a glyph of the matching elemental school.", + "ars_elemental.page1.fire_focus": "This spell focus is attuned to the school of Fire. While equipped, the glyphs of this school will be amplified and discounted. The lesser focus, as a drawback, will weaken glyphs of the other elemental schools. The major focus will also grant Spell Damage II while the wearer is on fire or in lava.", + "ars_elemental.page1.firenando_charm": "The Flarecannon can be used as a wandering sentry, like the weald walkers. It will shoot flare homing projectiles at enemies and patrol around the area assigned using the dominion wand. Soul Sand and Magma blocks can be used to change appearance. If defeated, it can be reactivated with blaze powder or magma cream. Friends call it Firenando.", + "ars_elemental.page1.flashing_archwood": "This golden tree has an affinity with the sky. Just like the other archwood trees it can be found anywhere and in their biome. It can be used to make ritual tablets or as a dim light source. The corresponding Weald Walker launches enemies in the air and wind shear them.", + "ars_elemental.page1.necrotic_focus": "Summoned Wolves, Undead and Vexes seems unchanged at first, but if they die while the summoner wear this focus they will rise from death once, filled with blood lust. These undead summons will cast Homing spells when you do and heal you every time they kill an enemy.", + "ars_elemental.page1.siren_charm": "Sirens are found in warmer seas, jumping out of the water or following boats. You can befriend a wild mermaid by giving them a sea pickle, they will jump and leave behind few tokens. The siren charm can be used to summon a Siren and if used on Prismarine it will transform in a Siren Shrine. Tamed sirens can change colors if you give them kelp or corals.", + "ars_elemental.page1.spell_horn": "The Enchanter's Horn can be used to cast spells on you and nearby entities. Hold the Horn to increase the range, at max charge it will also give a Spell Damage effect to the player. It MUST be inscribed with a spell that does NOT have another method, using a Scribing Table.", + "ars_elemental.page1.water_focus": "This spell focus is attuned to the school of Water. While equipped, the glyphs of this school will be amplified and discounted. The lesser focus, as a drawback, will weaken glyphs of the other elemental schools. The major focus will also grant Mana Regen I while the wearer is wet or Mana Regen II and Dolphin Grace while swimming.", + "ars_elemental.page2.advanced_prism": "A Prism Lens can be applied to this advanced prisms to customize how the prism redirects projectiles. Arc and Homing lenses change the projectile to be an arc or homing projectile. Rainbow lens randomize the color of the projectile, while Acceleration and Deceleration lenses allow to adjust the speed.", + "ars_elemental.page2.air_focus": "This focus empowers Launch, changing it to apply Levitate when augmented with ExtendTime. It also empower Cut, giving chances to drop an head or skull if it deals the killing blow.", + "ars_elemental.page2.earth_focus": "This focus empowers Poison Spores and Grow, dealing damage to undead with a chance of spawning a spore blossom, and Gravity, when augmented with Sensitive, changing it to create a gravity field that pull entities towards its center (filter-compatible), also offers knockback resistance and boosts natural and instant healing by 1.5.", + "ars_elemental.page2.fire_focus": "This focus empowers Ignite to inflict Magic Burn. This effect allows flare to inflict damage and spread even on fire resistant mobs and let magic pierce through part of the enemy armor, but will also make earth damage less effective. Summon Steed will be changed to summon a rideable Strider. Ignite + Evaporate combo will sublimate Ice.", + "ars_elemental.page2.flashing_archwood": "A fruit with a shocking flavour used to brew Static Charge Potions, causing a lightning to fall on the entity when the duration ends or allowing Discharge to hit. The energy stored in the fruit may cause whoever eats it to glow, get night vision, be shocked or charged with static energy.", + "ars_elemental.page2.siren_charm": "The Shrine will slowly generate fishing loot items over time, asking for source after each cycle. The number of items and chance of getting a treasure will increase if many different water animals and plants are near the Shrine. You should build an aquarium or pond around the Shrine, to let your sirens have fun. [Note: it will take some time to update the score].", + "ars_elemental.page2.water_focus": "This focus empowers Freeze, adding Freezing buildups to the target and eventually Frozen status for a short time, stopping the target from healing. If used after Conjure Water, the conjured water will become ice. Summon Steed will be changed to summon a rideable Dolphin, time your jumps out of the water to build up speed. All Drowning damage against water creatures will be converted to magic.", + "ars_elemental.perk.summon_power": "Summoning Power", + "ars_elemental.perk_desc.thread_shock": "Damaging effects cause the target to be shocked for a short duration before the effect resolves. Inflicts Static Charged at tier 3.", + "ars_elemental.perk_desc.thread_spore": "Damaging effects cause the target to be poisoned or hungry for a short duration before the effect resolves.", + "ars_elemental.perk_desc.thread_summon": "Reduce Summon Sickness by 10%% for each tier. Starting from tier 2, it also slightly increase damage dealt by summoned creatures.", + "ars_elemental.ritual_desc.ritual_archwood_forest": "Creates an island of grass and dirt in a circle around the ritual, converting the area to an Archwood Forest. Augmenting with an Elemental Archfruit with convert to a thematic forest. The island will generate with a radius of 7 blocks. Augmenting the ritual with Source Gems will increase the radius by 1 for each gem. Source must be provided nearby as blocks are generated.", + "ars_elemental.ritual_desc.ritual_attraction": "Make the brazier act as a magnet for entities in a 8 blocks radius. Won't work on players and bosses.", + "ars_elemental.ritual_desc.ritual_detection": "Makes all monsters in a 128 blocks radius glow for 10 minutes.", + "ars_elemental.ritual_desc.ritual_repulsion": "Repel all mobs in a 15 block radius. Can be augmented with a bone to repel only undead mobs. Won't work on player and bosses.", + "ars_elemental.ritual_desc.ritual_squirrels": "Gives a long speed boost to Starbuncles in the area. Refresh buff every 30 seconds in a 15 cubes radius. Radius can be augmented to 30 with a gold block", + "ars_elemental.ritual_desc.ritual_tesla_coil": "Calls lightning on entities that approach the ritual area of effect. Will target players if augmented with Air Essence. [11x7x11 cube centered on the brazier].", + "ars_elemental.tablet_of": "Tablet of %s", + "ars_elemental.thread_of": "Thread of %s", + "ars_elemental.title.elemental_upgrades": "Elemental Armor Sets", + "ars_nouveau.augment_desc.glyph_arc_projectile_glyph_accelerate": "Projectiles will move faster.", + "ars_nouveau.augment_desc.glyph_arc_projectile_glyph_decelerate": "Projectiles will move slower.", + "ars_nouveau.augment_desc.glyph_arc_projectile_glyph_pierce": "Projectiles will bounce on blocks or hit through enemies an additional time.", + "ars_nouveau.augment_desc.glyph_arc_projectile_glyph_sensitive": "Projectiles will hit plants and other materials that do not block motion.", + "ars_nouveau.augment_desc.glyph_arc_projectile_glyph_split": "Creates multiple projectiles.", + "ars_nouveau.augment_desc.glyph_bubble_shield_glyph_amplify": "Increases the level of the effect.", + "ars_nouveau.augment_desc.glyph_bubble_shield_glyph_duration_down": "Reduces the duration of the effect.", + "ars_nouveau.augment_desc.glyph_bubble_shield_glyph_extend_time": "Extends the duration of the effect.", + "ars_nouveau.augment_desc.glyph_charm_glyph_amplify": "Increases the level of the effect.", + "ars_nouveau.augment_desc.glyph_charm_glyph_duration_down": "Reduces the duration of the effect.", + "ars_nouveau.augment_desc.glyph_charm_glyph_extend_time": "Extends the duration of the effect.", + "ars_nouveau.augment_desc.glyph_conflagrate_glyph_amplify": "Increases damage dealt.", + "ars_nouveau.augment_desc.glyph_conflagrate_glyph_aoe": "Increases the range of the conflagration.", + "ars_nouveau.augment_desc.glyph_conflagrate_glyph_dampen": "Reduces damage dealt.", + "ars_nouveau.augment_desc.glyph_conflagrate_glyph_fortune": "Applies looting when killing a mob.", + "ars_nouveau.augment_desc.glyph_conflagrate_glyph_randomize": "Randomizes the damage dealt.", + "ars_nouveau.augment_desc.glyph_conjure_terrain_glyph_amplify": "Changes Dirt to Cobblestone to Cobbled Deepslate, or Sand to Sandstone.", + "ars_nouveau.augment_desc.glyph_conjure_terrain_glyph_aoe": "Increases the radius of targeted blocks.", + "ars_nouveau.augment_desc.glyph_conjure_terrain_glyph_extract": "Applies silk touch when breaking a block.", + "ars_nouveau.augment_desc.glyph_conjure_terrain_glyph_fortune": "Applies fortune when breaking a block.", + "ars_nouveau.augment_desc.glyph_conjure_terrain_glyph_pierce": "Increases the depth of targeted blocks.", + "ars_nouveau.augment_desc.glyph_conjure_terrain_glyph_randomize": "Uses a variant of the terrain block, ex. Red Sand instead of sand or Andesite in place of stone.", + "ars_nouveau.augment_desc.glyph_discharge_glyph_amplify": "Increases damage dealt.", + "ars_nouveau.augment_desc.glyph_discharge_glyph_aoe": "Increases the range of the discharge shock.", + "ars_nouveau.augment_desc.glyph_discharge_glyph_dampen": "Reduces damage dealt.", + "ars_nouveau.augment_desc.glyph_discharge_glyph_duration_down": "Reduces the duration of the effect.", + "ars_nouveau.augment_desc.glyph_discharge_glyph_extend_time": "Extends the duration of the effect.", + "ars_nouveau.augment_desc.glyph_discharge_glyph_fortune": "Applies looting when killing a mob.", + "ars_nouveau.augment_desc.glyph_discharge_glyph_randomize": "Randomizes the damage dealt.", + "ars_nouveau.augment_desc.glyph_envenom_glyph_amplify": "Increases damage dealt.", + "ars_nouveau.augment_desc.glyph_envenom_glyph_dampen": "Reduces damage dealt.", + "ars_nouveau.augment_desc.glyph_envenom_glyph_duration_down": "Reduces the duration of the effect.", + "ars_nouveau.augment_desc.glyph_envenom_glyph_extend_time": "Extends the duration of the effect.", + "ars_nouveau.augment_desc.glyph_envenom_glyph_fortune": "Applies looting when killing a mob.", + "ars_nouveau.augment_desc.glyph_envenom_glyph_randomize": "Randomizes the damage dealt.", + "ars_nouveau.augment_desc.glyph_homing_projectile_glyph_accelerate": "Projectiles will move faster.", + "ars_nouveau.augment_desc.glyph_homing_projectile_glyph_decelerate": "Projectiles will move slower.", + "ars_nouveau.augment_desc.glyph_homing_projectile_glyph_pierce": "Projectiles will pierce through enemies and blocks an additional time.", + "ars_nouveau.augment_desc.glyph_homing_projectile_glyph_sensitive": "Projectiles will also target players.", + "ars_nouveau.augment_desc.glyph_homing_projectile_glyph_split": "Creates multiple projectiles.", + "ars_nouveau.augment_desc.glyph_life_link_glyph_amplify": "Increases the level of the effect.", + "ars_nouveau.augment_desc.glyph_life_link_glyph_duration_down": "Reduces the duration of the effect.", + "ars_nouveau.augment_desc.glyph_life_link_glyph_extend_time": "Extends the duration of the effect.", + "ars_nouveau.augment_desc.glyph_phantom_grasp_glyph_amplify": "Increases damage dealt.", + "ars_nouveau.augment_desc.glyph_phantom_grasp_glyph_dampen": "Reduces damage dealt.", + "ars_nouveau.augment_desc.glyph_phantom_grasp_glyph_fortune": "Applies looting when killing a mob.", + "ars_nouveau.augment_desc.glyph_phantom_grasp_glyph_randomize": "Randomizes the damage dealt.", + "ars_nouveau.augment_desc.glyph_poison_spores_glyph_amplify": "Increases damage dealt.", + "ars_nouveau.augment_desc.glyph_poison_spores_glyph_aoe": "Increases the range of the poison spores released.", + "ars_nouveau.augment_desc.glyph_poison_spores_glyph_dampen": "Reduces damage dealt.", + "ars_nouveau.augment_desc.glyph_poison_spores_glyph_duration_down": "Reduces the duration of the effect.", + "ars_nouveau.augment_desc.glyph_poison_spores_glyph_extend_time": "Extends the duration of the effect.", + "ars_nouveau.augment_desc.glyph_poison_spores_glyph_fortune": "Applies looting when killing a mob.", + "ars_nouveau.augment_desc.glyph_poison_spores_glyph_randomize": "Randomizes the damage dealt.", + "ars_nouveau.augment_desc.glyph_propagator_arc_glyph_accelerate": "Projectiles will move faster.", + "ars_nouveau.augment_desc.glyph_propagator_arc_glyph_decelerate": "Projectiles will move slower.", + "ars_nouveau.augment_desc.glyph_propagator_arc_glyph_pierce": "Projectiles will bounce on blocks or hit through enemies an additional time.", + "ars_nouveau.augment_desc.glyph_propagator_arc_glyph_sensitive": "Projectiles will hit plants and other materials that do not block motion.", + "ars_nouveau.augment_desc.glyph_propagator_arc_glyph_split": "Creates multiple projectiles.", + "ars_nouveau.augment_desc.glyph_propagator_homing_glyph_accelerate": "Projectiles will move faster.", + "ars_nouveau.augment_desc.glyph_propagator_homing_glyph_decelerate": "Projectiles will move slower.", + "ars_nouveau.augment_desc.glyph_propagator_homing_glyph_pierce": "Projectiles will pierce through enemies and blocks an additional time.", + "ars_nouveau.augment_desc.glyph_propagator_homing_glyph_sensitive": "Projectiles will also target players.", + "ars_nouveau.augment_desc.glyph_propagator_homing_glyph_split": "Creates multiple projectiles.", + "ars_nouveau.augment_desc.glyph_spark_glyph_amplify": "Increases damage dealt.", + "ars_nouveau.augment_desc.glyph_spark_glyph_dampen": "Reduces damage dealt.", + "ars_nouveau.augment_desc.glyph_spark_glyph_duration_down": "Reduces the duration of the effect.", + "ars_nouveau.augment_desc.glyph_spark_glyph_extend_time": "Extends the duration of the effect.", + "ars_nouveau.augment_desc.glyph_spark_glyph_fortune": "Applies looting when killing a mob.", + "ars_nouveau.augment_desc.glyph_spark_glyph_randomize": "Randomizes the damage dealt.", + "ars_nouveau.augment_desc.glyph_spike_glyph_amplify": "Increases damage dealt.", + "ars_nouveau.augment_desc.glyph_spike_glyph_aoe": "Increases the size of the spike", + "ars_nouveau.augment_desc.glyph_spike_glyph_dampen": "Reduces damage dealt.", + "ars_nouveau.augment_desc.glyph_spike_glyph_extend_time": "Extends the time before the spike retracts", + "ars_nouveau.augment_desc.glyph_spike_glyph_fortune": "Applies looting when killing a mob.", + "ars_nouveau.augment_desc.glyph_spike_glyph_pierce": "Increases the height of the spike", + "ars_nouveau.augment_desc.glyph_spike_glyph_randomize": "Randomizes the damage dealt.", + "ars_nouveau.augment_desc.glyph_watery_grave_glyph_amplify": "Increases damage dealt.", + "ars_nouveau.augment_desc.glyph_watery_grave_glyph_dampen": "Reduces damage dealt.", + "ars_nouveau.augment_desc.glyph_watery_grave_glyph_duration_down": "Reduces the duration of the effect.", + "ars_nouveau.augment_desc.glyph_watery_grave_glyph_extend_time": "Extends the duration of the effect.", + "ars_nouveau.augment_desc.glyph_watery_grave_glyph_fortune": "Applies looting when killing a mob.", + "ars_nouveau.augment_desc.glyph_watery_grave_glyph_randomize": "Randomizes the damage dealt.", + "ars_nouveau.connections.fail.urn": "This block is not compatible with the urn.", + "ars_nouveau.page.air_upstream": "This block generates an upstream current that will make surrounding entities levitate. Sneaking will give Slowfall and allow to descend. Consumes Source when at least an entity is affected.", + "ars_nouveau.page.elemental_tweaks": "Elemental Tweaks", + "ars_nouveau.page.everfull_urn": "This magic urn converts Source into water. Link a cauldron or an Apothecary to the urn using a dominion wand and it will be refilled for a cheap amount of source.", + "ars_nouveau.page.flashing_archwood": "Flashing Archwood Trees", + "ars_nouveau.page.magma_upstream": "This block generates an upstream current that will make surrounding entities in lava float upwards and gain a short Fire Resistance effect. Sneaking will allow to descend", + "ars_nouveau.page.spell_mirror": "Mirror similar to a Spell Prism that can be placed on walls, floor and ceiling. If a spell projectile hits the mirror, it will be reflected by with a mirrored angle.", + "ars_nouveau.page.water_upstream": "This block generates an upstream current that will make surrounding entities in water float upwards as if inside a bubble column, even if they are not in source blocks. Sneaking will allow to descend.", + "ars_nouveau.page6.weald_walker": "Cast launch followed by wind shear.", + "ars_nouveau.school.elemental": "Elemental", + "ars_nouveau.school.necromancy": "Anima", + "biome.ars_elemental.blazing_forest": "Blazing Archwood Forest", + "biome.ars_elemental.blazing_forest.desc": "A forest of fiery trees with volcanic mounds.", + "biome.ars_elemental.cascading_forest": "Cascading Archwood Forest", + "biome.ars_elemental.cascading_forest.desc": "A forest of watery trees with waterfalls and rivers.", + "biome.ars_elemental.flashing_forest": "Flashing Archwood Forest", + "biome.ars_elemental.flashing_forest.desc": "A forest of golden trees that glows in the night and thunders in the storm.", + "biome.ars_elemental.flourishing_forest": "Flourishing Archwood Forest", + "biome.ars_elemental.flourishing_forest.desc": "A forest of earthy trees with blossoms and lushy caves.", + "block.ars_elemental.advanced_prism": "Advanced Spell Prism", + "block.ars_elemental.air_turret": "Air Infused Turret", + "block.ars_elemental.air_upstream": "Slipstream Current Elevator", + "block.ars_elemental.earth_turret": "Earth Infused Turret", + "block.ars_elemental.everfull_urn": "Urn of Endless Waters", + "block.ars_elemental.fire_turret": "Fire Infused Turret", + "block.ars_elemental.magma_upstream": "Magmatic Current Elevator", + "block.ars_elemental.manipulation_turret": "Manipulation Infused Turret", + "block.ars_elemental.mermaid_rock": "Siren Shrine", + "block.ars_elemental.sparkflower": "Sparkflower", + "block.ars_elemental.spell_mirror": "Spell Mirror", + "block.ars_elemental.spore_blossom_up": "Spore Blossom (ground)", + "block.ars_elemental.stripped_yellow_archwood": "Stripped Flashing Archwood Wood", + "block.ars_elemental.stripped_yellow_archwood_log": "Stripped Flashing Archwood Log", + "block.ars_elemental.water_turret": "Water Infused Turret", + "block.ars_elemental.water_upstream": "Bubble Current Elevator", + "block.ars_elemental.yellow_archwood": "Flashing Archwood Wood", + "block.ars_elemental.yellow_archwood_leaves": "Flashing Archwood Leaves", + "block.ars_elemental.yellow_archwood_log": "Flashing Archwood Log", + "block.ars_elemental.yellow_archwood_sapling": "Flashing Archwood Sapling", + "curios.identifier.bangle": "Bangle", + "curios.identifier.bundle": "Bundle", + "curios.modifiers.an_focus": "While in spell focus slot:", + "curios.modifiers.bangle": "While in bangle slot:", + "death.attack.beheading": "%1$s was cut into pieces", + "death.attack.beheading.item": "%1$s was cut to shreds by %2$s using %3$s", + "death.attack.hellflare": "%1$s was burned by magic flames", + "death.attack.hellflare.item": "%1$s was burned by %2$s with the magic flames of %3$s", + "death.attack.poison": "%2$s's poison spores blossomed inside %1$s", + "death.attack.poison.item": "%1$s was poisoned by %2$s using %3$s", + "death.attack.spark": "%1$s experienced a short circuit", + "death.attack.spark.item": "%1$s was shocked to death by %2$s using %3$s", + "effect.ars_elemental.enderference": "Enderference", + "effect.ars_elemental.enderference.description": "Makes the target unable to teleport or be teleported.", + "effect.ars_elemental.enthralled": "Enthralled", + "effect.ars_elemental.enthralled.description": "Enthralled mobs won't attack the caster but defend them.", + "effect.ars_elemental.frozen": "Frozen", + "effect.ars_elemental.frozen.description": "The target is frozen and can't heal, next fire damage taken is increased but dispels the effect.", + "effect.ars_elemental.hellfire": "Magic Burn", + "effect.ars_elemental.hellfire.description": "The magic flames burns even nether creatures making them vulnerable to fire. It slighly decrease damage taken from earth, but let magic damage pierce through some of the armor.", + "effect.ars_elemental.hymn_of_order": "Hymn of Order", + "effect.ars_elemental.hymn_of_order.description": "Unobtainable potion, for Admin use. Sets the punished player's mana to 1 and disables spellcasting, greatly reducing their chances to create chaos in the server.", + "effect.ars_elemental.life_link": "Life Linked", + "effect.ars_elemental.life_link.description": "Caster will split incoming damage with the target and the target will split incoming healing with the caster. Using Cut will dispel the effect on both sides.", + "effect.ars_elemental.mana_shield": "Mana Shield", + "effect.ars_elemental.mana_shield.description": "Use mana to mitigate damage taken and add a chance to not suffer from negative effects.", + "effect.ars_elemental.static_charged": "Static Charged", + "effect.ars_elemental.static_charged.description": "Calls a lightning to hit the afflicted when the duration ends.", + "effect.ars_elemental.venom": "Envenomed", + "effect.ars_elemental.venom.description": "The target is poisoned with a deadly venom and takes more damage from poison spores.", + "effect.ars_elemental.watery_grave": "Watery Grave", + "effect.ars_elemental.watery_grave.description": "Makes the target sink and run out of air quicker.", + "enchantment.ars_elemental.mirror_shield": "Spell Reflection", + "enchantment.ars_elemental.mirror_shield.desc": "Shield have a chance to reflect projectile spells", + "enchantment.ars_elemental.soulbound": "Soulbound", + "enchantment.ars_elemental.soulbound.description": "Preserve items on death.", + "entity.ars_elemental.air_mage": "Rogue Air Mage", + "entity.ars_elemental.dripstone_spike": "Earth Spike", + "entity.ars_elemental.earth_mage": "Rogue Earth Mage", + "entity.ars_elemental.fire_mage": "Rogue Fire Mage", + "entity.ars_elemental.firenando_entity": "Flarecannon", + "entity.ars_elemental.firenando_familiar": "Flarecannon Familiar", + "entity.ars_elemental.flashing_weald_walker": "Flashing Weald Walker", + "entity.ars_elemental.homing_projectile": "Homing Projectile", + "entity.ars_elemental.ice_spike": "Ice Spike", + "entity.ars_elemental.lerp": "Interpolated Source Effect", + "entity.ars_elemental.linger_magnet": "Gravity Well", + "entity.ars_elemental.siren_entity": "Siren", + "entity.ars_elemental.siren_familiar": "Siren Familiar", + "entity.ars_elemental.summon_camel": "Summoned Camel", + "entity.ars_elemental.summon_direwolf": "Summoned Direwolf", + "entity.ars_elemental.summon_dolphin": "Summoned Dolphin", + "entity.ars_elemental.summon_skelehorse": "Summoned Skeletal Steed", + "entity.ars_elemental.summon_strider": "Summoned Strider", + "entity.ars_elemental.summon_vhex": "Summoned Vhex", + "entity.ars_elemental.summon_wskeleton": "Summoned Revenant", + "entity.ars_elemental.water_mage": "Rogue Water Mage", + "entity.ars_nouveau.firenando_familiar": "Flarecannon Familiar", + "entity.ars_nouveau.siren_familiar": "Siren Familiar", + "item.ars_elemental.acceleration_prism_lens": "Acceleration Prism Lens", + "item.ars_elemental.air_bangle": "Air Bangle", + "item.ars_elemental.air_boots": "Aethermancer's Boots", + "item.ars_elemental.air_caster_tome": "Caster Tome of Air", + "item.ars_elemental.air_focus": "Focus of Air", + "item.ars_elemental.air_hat": "Aethermancer's Hat", + "item.ars_elemental.air_leggings": "Aethermancer's Leggings", + "item.ars_elemental.air_robes": "Aethermancer's Robes", + "item.ars_elemental.anima_bangle": "Anima Bangle", + "item.ars_elemental.anima_caster_tome": "Caster Tome of Anima", + "item.ars_elemental.anima_essence": "Anima Essence", + "item.ars_elemental.aqua_boots": "Aquamancer's Boots", + "item.ars_elemental.aqua_hat": "Aquamancer's Hat", + "item.ars_elemental.aqua_leggings": "Aquamancer's Leggings", + "item.ars_elemental.aqua_robes": "Aquamancer's Robes", + "item.ars_elemental.arc_prism_lens": "Arc Prism Lens", + "item.ars_elemental.base_bangle": "Enchanter's Bangle", + "item.ars_elemental.caster_bag": "Spellcaster Bag", + "item.ars_elemental.curio_bag": "Trinkets Pouch", + "item.ars_elemental.debug": "Focus of Debug", + "item.ars_elemental.deceleration_prism_lens": "Deceleration Prism Lens", + "item.ars_elemental.earth_bangle": "Earth Bangle", + "item.ars_elemental.earth_boots": "Geomancer's Boots", + "item.ars_elemental.earth_caster_tome": "Caster Tome of Earth", + "item.ars_elemental.earth_focus": "Focus of Earth", + "item.ars_elemental.earth_hat": "Geomancer's Hat", + "item.ars_elemental.earth_leggings": "Geomancer's Leggings", + "item.ars_elemental.earth_robes": "Geomancer's Robes", + "item.ars_elemental.fire_bangle": "Fire Bangle", + "item.ars_elemental.fire_boots": "Pyromancer's Boots", + "item.ars_elemental.fire_caster_tome": "Caster Tome of Fire", + "item.ars_elemental.fire_focus": "Focus of Fire", + "item.ars_elemental.fire_hat": "Pyromancer's Hat", + "item.ars_elemental.fire_leggings": "Pyromancer's Leggings", + "item.ars_elemental.fire_robes": "Pyromancer's Robes", + "item.ars_elemental.firenando_charm": "Flarecannon Charm", + "item.ars_elemental.firenando_familiar": "Flarecannon", + "item.ars_elemental.flashpine_pod": "Flashpine", + "item.ars_elemental.homing_prism_lens": "Homing Prism Lens", + "item.ars_elemental.lesser_air_focus": "Lesser Focus of Air", + "item.ars_elemental.lesser_earth_focus": "Lesser Focus of Earth", + "item.ars_elemental.lesser_fire_focus": "Lesser Focus of Fire", + "item.ars_elemental.lesser_water_focus": "Lesser Focus of Water", + "item.ars_elemental.manipulation_caster_tome": "Caster Tome of Manipulation", + "item.ars_elemental.mark_of_mastery": "Mark of Mastery", + "item.ars_elemental.necrotic_focus": "Focus of Necromancy", + "item.ars_elemental.piercing_prism_lens": "Piercing Prism Lens", + "item.ars_elemental.rainbow_prism_lens": "Rainbow Prism Lens", + "item.ars_elemental.ritual_archwood_forest": "Conjure Island: Archwood Forest", + "item.ars_elemental.ritual_attraction": "Attraction", + "item.ars_elemental.ritual_detection": "Detection", + "item.ars_elemental.ritual_repulsion": "Repulsion", + "item.ars_elemental.ritual_squirrels": "Fast Squirrels", + "item.ars_elemental.ritual_tesla_coil": "Zapping", + "item.ars_elemental.siren_charm": "Siren Charm", + "item.ars_elemental.siren_familiar": "Siren", + "item.ars_elemental.siren_shards": "Siren Token", + "item.ars_elemental.sparkflower": "Sparkflower", + "item.ars_elemental.spell_horn": "Enchanter's Horn", + "item.ars_elemental.summon_bangle": "Summoner's Bangle", + "item.ars_elemental.thread_shock": "Shocking", + "item.ars_elemental.thread_spore": "Spores", + "item.ars_elemental.thread_summon": "Summoning", + "item.ars_elemental.water_bangle": "Water Bangle", + "item.ars_elemental.water_caster_tome": "Caster Tome of Water", + "item.ars_elemental.water_focus": "Focus of Water", + "item.minecraft.lingering_potion.effect.enderference_potion": "Lingering Potion of Enderference", + "item.minecraft.lingering_potion.effect.enderference_potion_long": "Lingering Potion of Enderference", + "item.minecraft.lingering_potion.effect.enderference_potion_strong": "Lingering Potion of Enderference", + "item.minecraft.lingering_potion.effect.shock_potion": "Lingering Potion of Static Charge", + "item.minecraft.lingering_potion.effect.shock_potion_long": "Lingering Potion of Static Charge", + "item.minecraft.lingering_potion.effect.shock_potion_strong": "Lingering Potion of Static Charge", + "item.minecraft.potion.effect.enderference_potion": "Potion of Enderference", + "item.minecraft.potion.effect.enderference_potion_long": "Potion of Enderference", + "item.minecraft.potion.effect.enderference_potion_strong": "Potion of Enderference", + "item.minecraft.potion.effect.shock_potion": "Potion of Static Charge", + "item.minecraft.potion.effect.shock_potion_long": "Potion of Static Charge", + "item.minecraft.potion.effect.shock_potion_strong": "Potion of Static Charge", + "item.minecraft.splash_potion.effect.enderference_potion": "Splash Potion of Enderference", + "item.minecraft.splash_potion.effect.enderference_potion_long": "Splash Potion of Enderference", + "item.minecraft.splash_potion.effect.enderference_potion_strong": "Splash Potion of Enderference", + "item.minecraft.splash_potion.effect.shock_potion": "Splash Potion of Static Charge", + "item.minecraft.splash_potion.effect.shock_potion_long": "Splash Potion of Static Charge", + "item.minecraft.splash_potion.effect.shock_potion_potion_strong": "Splash Potion of Static Charge", + "item.minecraft.tipped_arrow.effect.enderference_potion": "Arrow of Enderference", + "item.minecraft.tipped_arrow.effect.enderference_potion_long": "Arrow of Enderference", + "item.minecraft.tipped_arrow.effect.enderference_potion_strong": "Arrow of Enderference", + "item.minecraft.tipped_arrow.effect.shock_potion": "Arrow of Static Charge", + "item.minecraft.tipped_arrow.effect.shock_potion_long": "Arrow of Static Charge", + "item.minecraft.tipped_arrow.effect.shock_potion_strong": "Arrow of Static Charge", + "itemGroup.ars_elemental": "Ars Elemental", + "key.ars_elemental.open_pouch": "[Elemental] Open trinkets pouch", + "tooltip.ars_elemental.bags": "Can be opened with %s while in the hotbar or in a curio slot.", + "tooltip.ars_elemental.caster_tome": "Mimics the abilities of a school focus.", + "tooltip.ars_elemental.focus_anima": "Entities summoned will raise from death once as a more powerful version. These revenant will mirror your homing spells and heal you when they kill an enemy.", + "tooltip.ars_elemental.focus_boost": "Amplifies and discount glyphs of the %s school.", + "tooltip.ars_elemental.focus_element": "Focus attuned to a specific element, empowers some glyphs with new effects.", + "tooltip.ars_elemental.focus_element_mana.air": "Grants Mana Regen I while the wearer is high in the sky.", + "tooltip.ars_elemental.focus_element_mana.earth": "Grants Mana Regen I while the wearer is deep underground.", + "tooltip.ars_elemental.focus_element_mana.fire": "Grants Spell Damage II while the wearer is on fire or in lava.", + "tooltip.ars_elemental.focus_element_mana.water": "Grants Mana Regen I while the wearer is wet, Mana Regen II and Dolphin Grace while swimming.", + "tooltip.ars_elemental.focus_malus": "Dampens glyphs of the other elemental schools.", + "tooltip.ars_elemental.lens": "Can be applied on Advanced Spell Prisms.", + "tooltip.ars_nouveau.blessed": "Protection of the 4 elements", + "tooltip.siren_shards": "Obtained by giving a sea pickle to a siren." +} \ No newline at end of file diff --git a/projects/1.21/assets/ars-elemental/ars_elemental/lang/zh_cn.json b/projects/1.21/assets/ars-elemental/ars_elemental/lang/zh_cn.json new file mode 100644 index 000000000000..54be3efedc54 --- /dev/null +++ b/projects/1.21/assets/ars-elemental/ars_elemental/lang/zh_cn.json @@ -0,0 +1,471 @@ +{ + "ars_elemental.adv.desc.air_focus": "获得气之核心", + "ars_elemental.adv.desc.caster_bag": "获得施法者提包", + "ars_elemental.adv.desc.curio_bag": "获得饰品口袋", + "ars_elemental.adv.desc.earth_focus": "获得土之核心", + "ars_elemental.adv.desc.everfull_urn": "获得无底水瓮", + "ars_elemental.adv.desc.fire_focus": "获得火之核心", + "ars_elemental.adv.desc.firenando_charm": "获得烈焰加农护符", + "ars_elemental.adv.desc.lesser_air_focus": "获得雏形气之核心", + "ars_elemental.adv.desc.lesser_earth_focus": "获得雏形土之核心", + "ars_elemental.adv.desc.lesser_fire_focus": "获得雏形火之核心", + "ars_elemental.adv.desc.lesser_water_focus": "获得雏形水之核心", + "ars_elemental.adv.desc.levitation": "佩戴气之核心时,使用“发射”和“延长时效”令一个生物飘浮", + "ars_elemental.adv.desc.mark_of_mastery": "将精华与供物结合,获得精通之印", + "ars_elemental.adv.desc.mirror_shield": "使用带有法术反弹魔咒的盾牌反弹一个法术弹射物", + "ars_elemental.adv.desc.necrotic_focus": "获得腐坏之核心", + "ars_elemental.adv.desc.siren_charm": "获得塞壬护符", + "ars_elemental.adv.desc.spore_blossom": "以“生长”或“毒性孢子”击杀亡灵生物,并获得一朵孢子花", + "ars_elemental.adv.desc.summon_dolphin": "佩戴水之核心时,使用“召唤骏马”召出一只海豚", + "ars_elemental.adv.desc.summon_skeleton_horse": "佩戴腐坏之核心时,使用“召唤骏马”召出一匹骷髅马", + "ars_elemental.adv.desc.summon_strider": "佩戴火之核心时,使用“召唤骏马”召出一只炽足兽", + "ars_elemental.adv.desc.water_focus": "获得水之核心", + "ars_elemental.adv.desc.x": "", + "ars_elemental.adv.title.air_focus": "掌控气元素", + "ars_elemental.adv.title.caster_bag": "你的便携式武器库", + "ars_elemental.adv.title.curio_bag": "千万别问法师的包里有什么", + "ars_elemental.adv.title.earth_focus": "掌控土元素", + "ars_elemental.adv.title.everfull_urn": "满是怀故之泪", + "ars_elemental.adv.title.fire_focus": "掌控火元素", + "ars_elemental.adv.title.firenando_charm": "他们叫我“烈焰炮哥”", + "ars_elemental.adv.title.lesser_air_focus": "气之道途", + "ars_elemental.adv.title.lesser_earth_focus": "土之道途", + "ars_elemental.adv.title.lesser_fire_focus": "火之道途", + "ars_elemental.adv.title.lesser_water_focus": "水之道途", + "ars_elemental.adv.title.levitation": "它叫“潜影贝”,不叫“潜影怪”", + "ars_elemental.adv.title.mark_of_mastery": "元素大师", + "ars_elemental.adv.title.mirror_shield": "就像是个法术棱镜", + "ars_elemental.adv.title.necrotic_focus": "腐坏的召唤", + "ars_elemental.adv.title.siren_charm": "并不是儒艮", + "ars_elemental.adv.title.spore_blossom": "死于鲜花", + "ars_elemental.adv.title.summon_dolphin": "你的个人潜水艇", + "ars_elemental.adv.title.summon_skeleton_horse": "预兆", + "ars_elemental.adv.title.summon_strider": "炽足兽时间到", + "ars_elemental.adv.title.water_focus": "掌控水元素", + "ars_elemental.adv.title.x": "", + "ars_elemental.armor_set.air": "气岚法师套装", + "ars_elemental.armor_set.air.desc": "吸收一部分气元素伤害并转换成魔力,能大幅降低摔落伤害。", + "ars_elemental.armor_set.aqua": "碧水法师套装", + "ars_elemental.armor_set.aqua.desc": "吸收一部分水元素伤害并转换成魔力,即将溺水时会补充氧气。", + "ars_elemental.armor_set.earth": "厚土法师套装", + "ars_elemental.armor_set.earth.desc": "吸收一部分土元素伤害并转换成魔力,在地下深处饥饿时会恢复饥饿值。", + "ars_elemental.armor_set.fire": "烈火法师套装", + "ars_elemental.armor_set.fire.desc": "吸收一部分火元素伤害并转换成魔力,能立即熄灭身上的火焰。", + "ars_elemental.armor_set.shift_info": "按住%s显示套装信息", + "ars_elemental.enchantment_desc.mirror_shield": "只适用于巫师之盾。举盾格挡时有概率反弹法术弹射物。每等级追加25%概率。", + "ars_elemental.enchantment_desc.soulbound": "阻止死亡时丢失有此魔咒的物品。", + "ars_elemental.familiar_desc.firenando_familiar": "烈焰加农使魔能令火元素法术的伤害增加2点,将弹射物法术的消耗降低20%%。喂食岩浆膏可获得短时抗火效果。在烈焰加农旁边执行绑定仪式获得。", + "ars_elemental.familiar_desc.siren_familiar": "塞壬使魔能令水元素法术的伤害增加2点。召唤者身处水中时会获得海豚的恩惠 II。在塞壬旁边执行绑定仪式获得。", + "ars_elemental.familiar_name.firenando_familiar": "烈焰加农", + "ars_elemental.familiar_name.siren_familiar": "塞壬", + "ars_elemental.focus.shift_info": "按住%s显示更多核心信息", + "ars_elemental.glyph_desc.glyph_aerial_filter": "若法术目标不是飞行生物,则停止施放。", + "ars_elemental.glyph_desc.glyph_aquatic_filter": "若法术目标不是水生生物,则停止施放。", + "ars_elemental.glyph_desc.glyph_arc_projectile": "此弹射物受重力影响。每一个“穿透”增强构件均可使其着陆后多弹起一次。", + "ars_elemental.glyph_desc.glyph_bubble_shield": "制造一面全方位防御性护盾,消耗魔力以减少伤害。可抵挡负面效果。魔力耗尽时护盾即会消散。泡泡还能抵御魔法烧灼。", + "ars_elemental.glyph_desc.glyph_charm": "夺取敌人的意识,强令它们暂时与你结盟,为你作战;对可驯服的生物使用时,驯服之;对野生动物使用时,令其开始繁衍。每用“强化”增强一次,或每造成一次伤害,均会增加成功迷住目标的概率。强大目标对“迷咒”的抗性也更强。", + "ars_elemental.glyph_desc.glyph_conflagrate": "击中着火的目标时产生爆炸,对范围内所有实体造成伤害。这些实体可能会粘上易爆的粉末,短时间后也会爆炸。", + "ars_elemental.glyph_desc.glyph_conjure_terrain": "放置泥土或其他地层方块。以“扩散”及“穿透”增强时可放置更多方块,“强化”增强一次改为放置圆石,增强两次改为放置深板岩圆石。跟随“召唤水”时改为放置泥巴。以“强化”增强相应次数后再跟随“熔炼”,则改为放置石头或深板岩。跟随“粉碎”时改为放置沙子,“强化”后再跟随“粉碎”改为放置砂岩。", + "ars_elemental.glyph_desc.glyph_discharge": "为拥有静电或触电效果的实体放电,对其造成伤害,并电击周围敌人。静电效果造成的伤害更多。若目标穿戴有能量驱动的盔甲,则会抽取其中一部分能量用于增加伤害。", + "ars_elemental.glyph_desc.glyph_envenom": "令目标中毒,不断造成伤害。若目标已经中毒,则将毒性加深到可致死。“毒性孢子”能对受毒侵的实体造成更多伤害。", + "ars_elemental.glyph_desc.glyph_fiery_filter": "若法术目标不免疫火焰且不为火焰生物,则停止施放。", + "ars_elemental.glyph_desc.glyph_homing_projectile": "此弹射物会搜寻并追踪最近的实体,若无有效目标则与经典的弹射物无异。仅能在“敏感”增强下搜寻玩家。", + "ars_elemental.glyph_desc.glyph_insect_filter": "若法术目标不是节肢生物,则停止施放。", + "ars_elemental.glyph_desc.glyph_life_link": "在施法者和法术目标间制造一条生命链接。对施法者造成的伤害会与目标分享,目标受到的治疗会与施法者分享。“敏感”可反转链接的方向。“剪切”可以切断生命链接,终止链接两端实体的效果。", + "ars_elemental.glyph_desc.glyph_not_aerial_filter": "若法术目标是飞行生物,则停止施放。", + "ars_elemental.glyph_desc.glyph_not_aquatic_filter": "若法术目标是水生生物,则停止施放。", + "ars_elemental.glyph_desc.glyph_not_fiery_filter": "若法术目标免疫火焰或为火焰生物,则停止施放。", + "ars_elemental.glyph_desc.glyph_not_insect_filter": "若法术目标是节肢生物,则停止施放。", + "ars_elemental.glyph_desc.glyph_not_summon_filter": "若法术目标是被召唤的生物,则停止施放。", + "ars_elemental.glyph_desc.glyph_not_undead_filter": "若法术目标是亡灵生物,则停止施放。", + "ars_elemental.glyph_desc.glyph_nullify_defense": "清除目标在受伤后自带的无敌时间,即让其在受伤后迅速变得脆弱。", + "ars_elemental.glyph_desc.glyph_phantom_grasp": "小幅治疗亡灵生物。对其他活物使用时,则会造成等量的魔法和疲劳伤害,消耗其饱和度或饥饿值。", + "ars_elemental.glyph_desc.glyph_poison_spores": "令目标身上爆发出有毒的孢子雾,对其造成伤害,并将中毒和饥饿传播给附近实体。只会对拥有中毒或饥饿效果的生物造成伤害。", + "ars_elemental.glyph_desc.glyph_propagator_arc": "将法术的剩余部分换为“弧线弹射物”形态,从命中的位置发射。", + "ars_elemental.glyph_desc.glyph_propagator_homing": "将法术的剩余部分换为“追踪弹射物”形态,从命中的位置沿施法者所看的方向发射。", + "ars_elemental.glyph_desc.glyph_spark": "用静电火花对目标造成伤害。对潮湿实体造成的伤害更多。", + "ars_elemental.glyph_desc.glyph_spike": "制造一束滴水石尖刺,对触碰到它的实体造成伤害。可由“扩散”和“穿透”增强,以增加其宽度或高度;以“延长时效”增强可延长其存在的时间;以“强化”增强可令其造成更多伤害。", + "ars_elemental.glyph_desc.glyph_summon_filter": "若法术目标不是被召唤的生物,则停止施放。", + "ars_elemental.glyph_desc.glyph_undead_filter": "若法术目标不是亡灵生物,则停止施放。", + "ars_elemental.glyph_desc.glyph_watery_grave": "强令生物溺水。减少目标的氧气补给速度,增加耗尽氧气时产生的溺水伤害。以“延长时效”增强后,所影响的目标会沉入水中,且短时间内无法上浮。", + "ars_elemental.glyph_name.glyph_aerial_filter": "过滤飞行", + "ars_elemental.glyph_name.glyph_aquatic_filter": "过滤水生", + "ars_elemental.glyph_name.glyph_arc_projectile": "弧线弹射物", + "ars_elemental.glyph_name.glyph_bubble_shield": "泡泡护盾", + "ars_elemental.glyph_name.glyph_charm": "迷咒", + "ars_elemental.glyph_name.glyph_conflagrate": "炸燃", + "ars_elemental.glyph_name.glyph_conjure_terrain": "召唤地层", + "ars_elemental.glyph_name.glyph_discharge": "放电", + "ars_elemental.glyph_name.glyph_envenom": "毒侵", + "ars_elemental.glyph_name.glyph_fiery_filter": "过滤防火", + "ars_elemental.glyph_name.glyph_homing_projectile": "追踪弹射物", + "ars_elemental.glyph_name.glyph_insect_filter": "过滤昆虫", + "ars_elemental.glyph_name.glyph_life_link": "生命链接", + "ars_elemental.glyph_name.glyph_not_aerial_filter": "过滤非飞行", + "ars_elemental.glyph_name.glyph_not_aquatic_filter": "过滤非水生", + "ars_elemental.glyph_name.glyph_not_fiery_filter": "过滤不防火", + "ars_elemental.glyph_name.glyph_not_insect_filter": "过滤非昆虫", + "ars_elemental.glyph_name.glyph_not_summon_filter": "过滤非召唤生物", + "ars_elemental.glyph_name.glyph_not_undead_filter": "过滤非亡灵", + "ars_elemental.glyph_name.glyph_nullify_defense": "清除防御", + "ars_elemental.glyph_name.glyph_phantom_grasp": "幻翼之握", + "ars_elemental.glyph_name.glyph_poison_spores": "毒性孢子", + "ars_elemental.glyph_name.glyph_propagator_arc": "弧线调态", + "ars_elemental.glyph_name.glyph_propagator_homing": "追踪调态", + "ars_elemental.glyph_name.glyph_spark": "电火花", + "ars_elemental.glyph_name.glyph_spike": "尖刺", + "ars_elemental.glyph_name.glyph_summon_filter": "过滤召唤生物", + "ars_elemental.glyph_name.glyph_undead_filter": "过滤亡灵", + "ars_elemental.glyph_name.glyph_watery_grave": "沉重之水", + "ars_elemental.lens.acceleration": "增加重新导向的弹射物的速度。", + "ars_elemental.lens.arc": "将重新导向的弹射物变为弧线弹射物。", + "ars_elemental.lens.deceleration": "降低重新导向的弹射物的速度。", + "ars_elemental.lens.homing": "将重新导向的弹射物变为追踪弹射物。原有弹射物中的过滤构件不会保留。", + "ars_elemental.lens.pierce": "向棱镜供应魔源时,能让重新导向的弹射物穿透更多方块和实体。", + "ars_elemental.lens.rgb": "令重新导向的弹射物不断循环切换颜色。", + "ars_elemental.lens.shift_info": "按住%s显示透镜信息", + "ars_elemental.page.air_bangle": "此手环能提高气元素法术的伤害。你的手臂伴随着气岚的鼓动,常态提升速度和击退力度。", + "ars_elemental.page.anima": "操纵学派和防御学派的法师们试图理解生命、死亡,以及两者之间的事物,如此便有了这一魔法学派。此学派的精华在生与死之间来回变化;实验表明,它能让马匹在普通、骷髅、僵尸之间变化。变过的马和原来的马还是一样的吗?", + "ars_elemental.page.anima_bangle": "此手环能提高灵魂法术的伤害。你能在手臂中感受到生与死的循环,随机治疗或凋零击中的敌人,并给予你小幅生命提升。", + "ars_elemental.page.armor_set.air": "与气元素学派校准的盔甲。每件盔甲都能强化气元素魔符,降低其消耗,并减少所受摔落、动能、闪电等与气相关的伤害。$(br)穿戴全套盔甲时,减少的伤害会转换成魔力,摔落也不再那么烦人了!", + "ars_elemental.page.armor_set.aqua": "与水元素学派校准的盔甲。每件盔甲都能强化水元素魔符,降低其消耗,并减少所受溺水、冰冻、闪电等与水相关的伤害。$(br)穿戴全套盔甲时,减少的伤害会转换成魔力,并能在即将溺水时补充氧气。", + "ars_elemental.page.armor_set.earth": "与土元素学派校准的盔甲。每件盔甲都能强化土元素魔符,降低其消耗,并减少所受饥饿、甜浆果丛、仙人掌、“粉碎”等与土相关的伤害。$(br)穿戴全套盔甲时,减少的伤害会转换成魔力,并能在身处地底深处且即将饥饿时补充饥饿值。", + "ars_elemental.page.armor_set.fire": "与火元素学派校准的盔甲。每件盔甲都能强化火元素魔符,降低其消耗,并减少所受熔岩、龙息、岩浆块等与火相关的伤害。$(br)穿戴全套盔甲时,减少的伤害会转换成魔力,并能立即熄灭身上的火焰。", + "ars_elemental.page.armor_set.wip": "注意:由于盔甲重做需要改动很多资源,1.19版本中不会有轻型和重型元素盔甲;相应地,可以用所有三种盔甲合成“中型”盔甲。升级会保留魔咒和纤维,但如此操作需要盔甲已经达到3级。", + "ars_elemental.page.base_bangle": "此魔法饰品有概率提高法术的伤害。它的魔力不太稳定,也许与某个学派校准就能让它稳定下来。", + "ars_elemental.page.book_protection": "此法术书升级能令法术书免受各式伤害,从仙人掌到熔岩湖都是一样。不能保证免除虚空的损害。书册上的金色纹路会变成下界合金的黑色,可以在客户端配置中关掉这一变化。", + "ars_elemental.page.cut": "“剪切”可以切断“生命链接”。佩戴气之核心时,以“剪切”击杀目标时有概率切下其头颅。最多可用“幸运”增强4次以增加概率。", + "ars_elemental.page.earth_bangle": "此手环能提高土元素法术的伤害。你的手臂爬满艳丽的花藤,能禁锢击中的敌人,还将让你免疫仙人掌和甜浆果丛,并给予击退抗性。", + "ars_elemental.page.elemental_turrets": "元素灌注炮塔", + "ars_elemental.page.elemental_tweaks": "安装元素魔艺后,如下特性会生效:$(br)巫师之盾格挡时可触发反应魔咒。$(br)召唤的闪电不会摧毁物品。$(br)以“敏感”增强的“粉碎”可以加工物品。$(br)“寒流”能对冰冻的生物造成更多伤害。$(br)“点燃”会将冰融化成水。", + "ars_elemental.page.elemental_upgrades": "元素套装与四种元素魔法学派校准。每一件盔甲穿戴后都能强化其所属学派的魔符,减少它们的消耗,并降低所受与该元素有关的伤害。穿戴完整套装时,所减少的伤害会转变为魔力,且能够触发特殊效果。", + "ars_elemental.page.fire_bangle": "此手环能提高火元素法术的伤害。你的手臂被烈火包裹,能点燃击中的敌人;身处炎热的生物群系时,会常态提升速度。", + "ars_elemental.page.freeze": "佩戴水之核心时,“冻结”累计冰冻进度,最终给予目标冻结效果,阻止其治疗自身。与“召唤水”配合使用时,召唤的水会变为冰。", + "ars_elemental.page.gravity": "佩戴土之核心时,再以“敏感”增强,即会制造一个引力场,将实体拖向其中心(接受过滤)。若直接对实体施放,则该引力场会跟随该实体。", + "ars_elemental.page.grow": "佩戴土之核心时,“生长”对亡灵生物造成伤害时有概率生成一朵孢子花。", + "ars_elemental.page.ignite": "对冰使用“点燃”可将其融化。佩戴火之核心时,“点燃”会给予魔法烧灼效果。这种魔法火焰甚至能灼伤下界生物,让其会受到火焰伤害。其会略微降低来自土元素伤害,但同时一部分魔法也会穿透部分盔甲。", + "ars_elemental.page.launch": "佩戴气之核心时,再用“延长时效”增强,即可给予飘浮效果。飘浮中的目标会受到额外的“风切”伤害。", + "ars_elemental.page.necrotic_focus": "向召唤之核心中灌注邪恶能量,可将其力量腐化为死灵术。佩戴后,灵魂学派的魔符会获得两个“延长时效”,“治疗”会获得两个“强化”,“迷咒”影响亡灵生物的概率会大幅上升。“召唤骏马”的召唤物变为骷髅马,它能在水下行走和呼吸。", + "ars_elemental.page.schools": "大多数魔符都有其所属的学派。元素学派有火、水、气、土四种。操纵、召唤、防御、灵魂等也在学派之列。魔法装备可与某个学派校准,穿戴后该学派的魔符即会获得消耗减免或功能增益。", + "ars_elemental.page.spell_schools": "魔法学派", + "ars_elemental.page.summon_bangle": "此手环能提高召唤法术的伤害。你的召唤物遵从你手臂挥舞的号令,以更高的伤害攻击你所攻击的事物。", + "ars_elemental.page.water_bangle": "此手环能提高水元素法术的伤害。你的手臂周围飘满寒气,每次攻击都能冰冻敌人;身处水中或雨中时,会常态提升速度。", + "ars_elemental.page1.advanced_prism": "法术棱镜的升级版,可以调整为对准特定方块。可用支配之杖进行调整。此类发射棱镜可安装透镜,但不可被活塞推动。每次重定向时,一部分透镜可能需要消耗少量魔源。", + "ars_elemental.page1.air_focus": "这枚核心与气元素学派校准,佩戴时会强化气元素学派的魔符,并降低其消耗。雏形元素核心有一个缺陷,佩戴时会抑制其他元素学派魔符的效果。更高级核心的佩戴者身处Y坐标超过200的位置,或拥有触电效果时,会获得魔力再生 I效果。", + "ars_elemental.page1.curio_bag": "各式各样的魔法饰品能轻松塞满物品栏,但无需担忧!你可以用法师之花纤维编织一个便携魔法口袋用来装物品。其位于快捷栏或饰品栏时还可通过$(k:ars_elemental.open_pouch)键打开。还可进一步升级为施法者提包,加大空间,还可染色。", + "ars_elemental.page1.earth_focus": "这枚核心与土元素学派校准,佩戴时会强化土元素学派的魔符,并降低其消耗。雏形元素核心有一个缺陷,佩戴时会抑制其他元素学派魔符的效果。更高级核心的佩戴者身处Y坐标低于0的位置时,会获得魔力再生 I效果。", + "ars_elemental.page1.elemental_turrets": "附魔法术炮塔可以灌注入元素核心的力量,以赋予其一部分核心的能力。此类炮塔发射的法术会具有对应核心的增强效果;法术中若有一个对应学派的魔符,则消耗会降低65%%。", + "ars_elemental.page1.fire_focus": "这枚法术核心与火元素学派校准,佩戴时会强化火元素学派的魔符,并降低其消耗。雏形元素核心有一个缺陷,佩戴时会抑制其他元素学派魔符的效果。更高级核心的佩戴者身处火焰或熔岩中时,会获得法术伤害提升 II效果。", + "ars_elemental.page1.firenando_charm": "烈焰加农就像林地行者那样,是个四处游荡的哨兵。它能发射火热的追踪弹射物攻击敌人,用支配之杖分配任务后还会在区域内巡逻。可以用灵魂沙和岩浆块更改其外形。就算被击倒,也可以用烈焰粉或岩浆膏重新激活。大家都叫它“烈焰炮仔”。", + "ars_elemental.page1.flashing_archwood": "这种金色的树木亲近天空。和其他至高木树一样,这种树会出现在世界各处,以及至高木森林中。它的木材可以制造仪式之板,也可用作较暗的光源。闪耀林地行者会将敌人抛向天空,并对敌人进行风切。", + "ars_elemental.page1.necrotic_focus": "佩戴后,召唤出的狼、亡灵生物、恼鬼初看可能没有什么变化,但它们死后即会复活,且满是嗜血的念头。当你施放“追踪弹射物”法术时,这些亡灵召唤物会和你一齐施放;它们每次击杀敌人时还会治疗你。", + "ars_elemental.page1.siren_charm": "塞壬出现于温暖的海域,会跃出水面,也会跟着船只游泳。向她们赠送海泡菜就可以交上朋友,她们收到后会高兴地跳起,并留下若干碎片。持有塞壬护符对海晶石使用,即可召唤塞壬,并将海晶石变为塞壬神坛。给予驯服的塞壬海带和珊瑚后,她们会变换颜色。", + "ars_elemental.page1.spell_horn": "巫师号角可对你和周围实体施放法术。长按号角可增加作用范围,达到最大范围时还会给予玩家法术伤害提升效果。可在抄写台上向其中抄入法术,该法术$(o)不可带有$()形态构件。", + "ars_elemental.page1.water_focus": "这枚法术核心与水元素学派校准,佩戴时会强化水元素学派的魔符,并降低其消耗。雏形元素核心有一个缺陷,佩戴时会抑制其他元素学派魔符的效果。更高级核心的佩戴者被水打湿时,会获得魔力再生 II;游泳时会获得魔力再生 II和海豚的恩惠。", + "ars_elemental.page2.advanced_prism": "高等法术棱镜接受棱镜透镜,以更改棱镜重定向的方式。弧线透镜和追踪透镜分别可让弹射物变为弧线或追踪弹射物。虹彩透镜会随机变动弹射物的颜色,加速和减速透镜可以更改弹射物的速度。", + "ars_elemental.page2.air_focus": "此核心会增强“发射”,以“延长时效”增强时可给予飘浮效果。此核心也会增强“剪切”,以它击杀生物时有概率掉落头颅。", + "ars_elemental.page2.earth_focus": "此核心会增强“毒性孢子”和“生长”,对亡灵生物造成伤害时有概率生成一朵孢子花;以“敏感”增强“重力”时会制造一个引力场,将实体拖向其中心(接受过滤)。此核心也能增加击退抗性,并让自然生命恢复和瞬间恢复的效力变为1.5倍。", + "ars_elemental.page2.fire_focus": "此核心能让“点燃”给予魔法烧灼效果。该效果可配合“爆燃”造成伤害,能传播到天生抗火的生物身上,也可令一部分魔法伤害穿透受影响者的盔甲,但同时会降低土元素伤害的效力。“召唤骏马”会生成可骑乘的炽足兽。“点燃”与“蒸发”配合可令冰升华。", + "ars_elemental.page2.flashing_archwood": "一种水果,味道和闪电一样刺激。可以用来酿造静电药水,对应效果结束后会在受影响实体处落一道雷,也能让“放电”造成伤害。食用水果的人会受到其中能量的激发,随机获得发光、夜视、触电、静电效果。", + "ars_elemental.page2.siren_charm": "塞壬神坛会随时间产出渔获,每次产出后需供给魔源。产品的数量,以及获得宝藏的概率,都会因神坛旁有多种水生动植物而增加。你可以在神坛旁建一座水族馆,或打理出一片池塘,让塞壬们尽情生活。[注意:更新分数需要一定时间]。", + "ars_elemental.page2.water_focus": "此核心能让“冻结”累计冰冻进度,最终给予目标冻结效果,阻止其治疗自身。与“召唤水”配合使用时,召唤的水会变为冰。“召唤骏马”会生成可骑乘的海豚,在其跃出水面前蓄力能增加跃出速度。对水生生物造成的溺水伤害会变为魔法伤害。", + "ars_elemental.perk.summon_power": "召唤力量", + "ars_elemental.perk_desc.thread_shock": "法术中的伤害效果能电击目标,在法术结算前会额外造成短暂的触电。在3级纤维槽时造成静电。", + "ars_elemental.perk_desc.thread_spore": "法术中的伤害效果会在法术结算前额外造成短暂的中毒或饥饿。", + "ars_elemental.perk_desc.thread_summon": "每级降低10%%召唤失调;在2级纤维槽级以上时,还会小幅增加召唤生物造成的伤害。", + "ars_elemental.ritual_desc.ritual_archwood_forest": "在仪式火盆周围生成一个由草和泥土组成的岛屿,并将该区域的生物群系转换为至高木森林。以各种至高木树的果实增强可改为转换成对应的至高木森林。岛屿的半径为7格。以魔源宝石增强能增大半径,每个增大1格。生成方块时必须自附近提供魔源。", + "ars_elemental.ritual_desc.ritual_attraction": "将8格半径范围内实体吸向火盆,好像磁铁一样。对玩家和Boss无效。", + "ars_elemental.ritual_desc.ritual_detection": "令128格半径范围内所有怪物发光10分钟。", + "ars_elemental.ritual_desc.ritual_repulsion": "推开15格半径范围内所有生物。以骨头增强时只会推离亡灵生物。对玩家和Boss无效。", + "ars_elemental.ritual_desc.ritual_squirrels": "给予范围内星宝石兽长时间的速度提升。增益在15格半径范围内每30秒刷新一次。以金块增强时范围会扩展到30格半径。", + "ars_elemental.ritual_desc.ritual_tesla_coil": "向仪式范围内的实体落雷。以气之精华增强时也会将玩家视作目标。[以火盆为中心的11x7x11长方体]。", + "ars_elemental.tablet_of": "%s之板", + "ars_elemental.thread_of": "%s之纤维", + "ars_elemental.title.elemental_upgrades": "元素套装", + "ars_nouveau.augment_desc.glyph_arc_projectile_glyph_accelerate": "加快弹射物移动速度。", + "ars_nouveau.augment_desc.glyph_arc_projectile_glyph_decelerate": "减慢弹射物移动速度。", + "ars_nouveau.augment_desc.glyph_arc_projectile_glyph_pierce": "弹射物会在方块上多反弹一次,或可以多穿透一次敌人。", + "ars_nouveau.augment_desc.glyph_arc_projectile_glyph_sensitive": "弹射物能够击中植物等不阻碍移动的事物。", + "ars_nouveau.augment_desc.glyph_arc_projectile_glyph_split": "产生多个弹射物。", + "ars_nouveau.augment_desc.glyph_bubble_shield_glyph_amplify": "增加效果等级。", + "ars_nouveau.augment_desc.glyph_bubble_shield_glyph_duration_down": "降低效果等级。", + "ars_nouveau.augment_desc.glyph_bubble_shield_glyph_extend_time": "延长效果持续时间。", + "ars_nouveau.augment_desc.glyph_charm_glyph_amplify": "增加效果等级。", + "ars_nouveau.augment_desc.glyph_charm_glyph_duration_down": "降低效果等级。", + "ars_nouveau.augment_desc.glyph_charm_glyph_extend_time": "延长效果持续时间。", + "ars_nouveau.augment_desc.glyph_conflagrate_glyph_amplify": "增加造成的伤害。", + "ars_nouveau.augment_desc.glyph_conflagrate_glyph_aoe": "增加炸燃的影响范围。", + "ars_nouveau.augment_desc.glyph_conflagrate_glyph_dampen": "减少造成的伤害。", + "ars_nouveau.augment_desc.glyph_conflagrate_glyph_fortune": "击杀生物时附带抢夺。", + "ars_nouveau.augment_desc.glyph_conflagrate_glyph_randomize": "改为造成随机量的伤害。", + "ars_nouveau.augment_desc.glyph_conjure_terrain_glyph_amplify": "放置的方块从泥土变为圆石变为深板岩圆石,或从沙子变为砂岩。", + "ars_nouveau.augment_desc.glyph_conjure_terrain_glyph_aoe": "增加所放置方块的半径。", + "ars_nouveau.augment_desc.glyph_conjure_terrain_glyph_extract": "破坏方块时附带精准采集。", + "ars_nouveau.augment_desc.glyph_conjure_terrain_glyph_fortune": "破坏方块时附带时运。", + "ars_nouveau.augment_desc.glyph_conjure_terrain_glyph_pierce": "增加所放置方块的深度。", + "ars_nouveau.augment_desc.glyph_conjure_terrain_glyph_randomize": "换为使用所放置方块的变种;如沙子换为红沙,石头换为安山岩。", + "ars_nouveau.augment_desc.glyph_discharge_glyph_amplify": "增加造成的伤害。", + "ars_nouveau.augment_desc.glyph_discharge_glyph_aoe": "增加放电电击的影响范围。", + "ars_nouveau.augment_desc.glyph_discharge_glyph_dampen": "减少造成的伤害。", + "ars_nouveau.augment_desc.glyph_discharge_glyph_duration_down": "降低效果等级。", + "ars_nouveau.augment_desc.glyph_discharge_glyph_extend_time": "延长效果持续时间。", + "ars_nouveau.augment_desc.glyph_discharge_glyph_fortune": "击杀生物时附带抢夺。", + "ars_nouveau.augment_desc.glyph_discharge_glyph_randomize": "改为造成随机量的伤害。", + "ars_nouveau.augment_desc.glyph_envenom_glyph_amplify": "增加造成的伤害。", + "ars_nouveau.augment_desc.glyph_envenom_glyph_dampen": "减少造成的伤害。", + "ars_nouveau.augment_desc.glyph_envenom_glyph_duration_down": "降低效果等级。", + "ars_nouveau.augment_desc.glyph_envenom_glyph_extend_time": "延长效果持续时间。", + "ars_nouveau.augment_desc.glyph_envenom_glyph_fortune": "击杀生物时附带抢夺。", + "ars_nouveau.augment_desc.glyph_envenom_glyph_randomize": "改为造成随机量的伤害。", + "ars_nouveau.augment_desc.glyph_homing_projectile_glyph_accelerate": "加快弹射物移动速度。", + "ars_nouveau.augment_desc.glyph_homing_projectile_glyph_decelerate": "减慢弹射物移动速度。", + "ars_nouveau.augment_desc.glyph_homing_projectile_glyph_pierce": "弹射物能多穿透敌人和方块一次。", + "ars_nouveau.augment_desc.glyph_homing_projectile_glyph_sensitive": "弹射物能以玩家为目标。", + "ars_nouveau.augment_desc.glyph_homing_projectile_glyph_split": "产生多个弹射物。", + "ars_nouveau.augment_desc.glyph_life_link_glyph_amplify": "增加效果等级。", + "ars_nouveau.augment_desc.glyph_life_link_glyph_duration_down": "降低效果等级。", + "ars_nouveau.augment_desc.glyph_life_link_glyph_extend_time": "延长效果持续时间。", + "ars_nouveau.augment_desc.glyph_phantom_grasp_glyph_amplify": "增加造成的伤害。", + "ars_nouveau.augment_desc.glyph_phantom_grasp_glyph_dampen": "减少造成的伤害。", + "ars_nouveau.augment_desc.glyph_phantom_grasp_glyph_fortune": "击杀生物时附带抢夺。", + "ars_nouveau.augment_desc.glyph_phantom_grasp_glyph_randomize": "改为造成随机量的伤害。", + "ars_nouveau.augment_desc.glyph_poison_spores_glyph_amplify": "增加造成的伤害。", + "ars_nouveau.augment_desc.glyph_poison_spores_glyph_aoe": "增加所释放毒性孢子的范围。", + "ars_nouveau.augment_desc.glyph_poison_spores_glyph_dampen": "减少造成的伤害。", + "ars_nouveau.augment_desc.glyph_poison_spores_glyph_duration_down": "降低效果等级。", + "ars_nouveau.augment_desc.glyph_poison_spores_glyph_extend_time": "延长效果持续时间。", + "ars_nouveau.augment_desc.glyph_poison_spores_glyph_fortune": "击杀生物时附带抢夺。", + "ars_nouveau.augment_desc.glyph_poison_spores_glyph_randomize": "改为造成随机量的伤害。", + "ars_nouveau.augment_desc.glyph_propagator_arc_glyph_accelerate": "加快弹射物移动速度。", + "ars_nouveau.augment_desc.glyph_propagator_arc_glyph_decelerate": "减慢弹射物移动速度。", + "ars_nouveau.augment_desc.glyph_propagator_arc_glyph_pierce": "弹射物会在方块上多反弹一次,或可以多穿透一次敌人。", + "ars_nouveau.augment_desc.glyph_propagator_arc_glyph_sensitive": "弹射物能够击中植物等不阻碍移动的事物。", + "ars_nouveau.augment_desc.glyph_propagator_arc_glyph_split": "产生多个弹射物。", + "ars_nouveau.augment_desc.glyph_propagator_homing_glyph_accelerate": "加快弹射物移动速度。", + "ars_nouveau.augment_desc.glyph_propagator_homing_glyph_decelerate": "减慢弹射物移动速度。", + "ars_nouveau.augment_desc.glyph_propagator_homing_glyph_pierce": "弹射物能多穿透敌人和方块一次。", + "ars_nouveau.augment_desc.glyph_propagator_homing_glyph_sensitive": "弹射物能以玩家为目标。", + "ars_nouveau.augment_desc.glyph_propagator_homing_glyph_split": "产生多个弹射物。", + "ars_nouveau.augment_desc.glyph_spark_glyph_amplify": "增加造成的伤害。", + "ars_nouveau.augment_desc.glyph_spark_glyph_dampen": "减少造成的伤害。", + "ars_nouveau.augment_desc.glyph_spark_glyph_duration_down": "降低效果等级。", + "ars_nouveau.augment_desc.glyph_spark_glyph_extend_time": "延长效果持续时间。", + "ars_nouveau.augment_desc.glyph_spark_glyph_fortune": "击杀生物时附带抢夺。", + "ars_nouveau.augment_desc.glyph_spark_glyph_randomize": "改为造成随机量的伤害。", + "ars_nouveau.augment_desc.glyph_spike_glyph_amplify": "增加造成的伤害。", + "ars_nouveau.augment_desc.glyph_spike_glyph_aoe": "增加尖刺的尺寸。", + "ars_nouveau.augment_desc.glyph_spike_glyph_dampen": "减少造成的伤害。", + "ars_nouveau.augment_desc.glyph_spike_glyph_extend_time": "令尖刺在缩回前能保持更长时间。", + "ars_nouveau.augment_desc.glyph_spike_glyph_fortune": "击杀生物时附带抢夺。", + "ars_nouveau.augment_desc.glyph_spike_glyph_pierce": "增加尖刺的高度。", + "ars_nouveau.augment_desc.glyph_spike_glyph_randomize": "改为造成随机量的伤害。", + "ars_nouveau.augment_desc.glyph_watery_grave_glyph_amplify": "增加造成的伤害。", + "ars_nouveau.augment_desc.glyph_watery_grave_glyph_dampen": "减少造成的伤害。", + "ars_nouveau.augment_desc.glyph_watery_grave_glyph_duration_down": "降低效果等级。", + "ars_nouveau.augment_desc.glyph_watery_grave_glyph_extend_time": "延长效果持续时间。", + "ars_nouveau.augment_desc.glyph_watery_grave_glyph_fortune": "击杀生物时附带抢夺。", + "ars_nouveau.augment_desc.glyph_watery_grave_glyph_randomize": "改为造成随机量的伤害。", + "ars_nouveau.connections.fail.urn": "此方块与无底水瓮不兼容。", + "ars_elemental.page.air_upstream": "此方块会产生一道向上的涌流,周围实体会向上飘浮。潜行即会获得缓降效果并下降。影响到实体时消耗魔源。", + "ars_nouveau.page.elemental_tweaks": "元素魔艺的新特性", + "ars_elemental.page.everfull_urn": "这个魔法瓮能将魔源转换成水。使用支配之杖将其与炼药锅或花药台连接,消耗少量魔源即可注水。", + "ars_nouveau.page.flashing_archwood": "闪耀至高木树", + "ars_elemental.page.magma_upstream": "此方块会产生一道向上的涌流,周围熔岩中的实体会向上浮起,并获得短时抗火效果。潜行可以下降。", + "ars_elemental.page.spell_mirror": "与法术棱镜类似的挂镜,可以放在地上,或是挂在墙上和天花板上。击中此镜的法术弹射物会朝相对方向镜面反射出去。", + "ars_elemental.page.water_upstream": "此方块会产生一道向上的涌流,周围水中实体会像在气泡柱中一样上浮,即便没有气泡源也是一样。潜行可以下降。", + "ars_nouveau.page6.weald_walker": "施放“发射”后接“风切”。", + "ars_nouveau.school.elemental": "元素学派", + "ars_nouveau.school.necromancy": "灵魂学派", + "biome.ars_elemental.blazing_forest": "烈焰至高木森林", + "biome.ars_elemental.blazing_forest.desc": "长有火焰般树木的森林,其中会出现火山山丘。", + "biome.ars_elemental.cascading_forest": "奔流至高木森林", + "biome.ars_elemental.cascading_forest.desc": "长有水流般树木的森林,其中会出现瀑布和河流。", + "biome.ars_elemental.flashing_forest": "闪耀至高木森林", + "biome.ars_elemental.flashing_forest.desc": "长有黄金般树木的森林,它们会在夜晚中发光、在雷暴中感电。", + "biome.ars_elemental.flourishing_forest": "繁茂至高木森林", + "biome.ars_elemental.flourishing_forest.desc": "长有大地般树木的森林,其中会出现各类花朵和繁茂的洞穴。", + "block.ars_elemental.advanced_prism": "高等法术棱镜", + "block.ars_elemental.air_turret": "气之灌注炮塔", + "block.ars_elemental.air_upstream": "滑流涌腾器", + "block.ars_elemental.earth_turret": "土之灌注炮塔", + "block.ars_elemental.everfull_urn": "无底水瓮", + "block.ars_elemental.fire_turret": "火之灌注炮塔", + "block.ars_elemental.magma_upstream": "岩浆涌腾器", + "block.ars_elemental.manipulation_turret": "操纵之灌注炮塔", + "block.ars_elemental.mermaid_rock": "塞壬神坛", + "block.ars_elemental.sparkflower": "电光花", + "block.ars_elemental.spell_mirror": "法术之镜", + "block.ars_elemental.spore_blossom_up": "孢子花(地面)", + "block.ars_elemental.stripped_yellow_archwood": "去皮闪耀至高木", + "block.ars_elemental.stripped_yellow_archwood_log": "去皮闪耀至高木原木", + "block.ars_elemental.water_turret": "水之灌注炮塔", + "block.ars_elemental.water_upstream": "气泡涌腾器", + "block.ars_elemental.yellow_archwood": "闪耀至高木", + "block.ars_elemental.yellow_archwood_leaves": "闪耀至高木树叶", + "block.ars_elemental.yellow_archwood_log": "闪耀至高木原木", + "block.ars_elemental.yellow_archwood_sapling": "闪耀至高木树苗", + "curios.identifier.bangle": "手环", + "curios.identifier.bundle": "收纳袋", + "curios.modifiers.an_focus": "佩戴法术核心时:", + "curios.modifiers.bangle": "佩戴手环时:", + "death.attack.beheading": "%1$s被切成了碎片", + "death.attack.beheading.item": "%1$s被%2$s用%3$s切成了碎片", + "death.attack.hellflare": "%1$s被魔法火焰焚烧殆尽了", + "death.attack.hellflare.item": "%1$s被%2$s用%3$s产生的魔法火焰焚烧殆尽了", + "death.attack.poison": "%2$s的毒性孢子在%1$s体内发了芽", + "death.attack.poison.item": "%1$s被%2$s用%3$s毒害而亡", + "death.attack.spark": "%1$s经历了一次短路般的电击", + "death.attack.spark.item": "%1$s被%2$s用%3$s电击至死", + "effect.ars_elemental.enderference": "抑影", + "effect.ars_elemental.enderference.description": "阻止受影响实体主动或被动传送。", + "effect.ars_elemental.enthralled": "魂不着体", + "effect.ars_elemental.enthralled.description": "魅惑生物,阻止其攻击施法者,转而为施法者作战。", + "effect.ars_elemental.frozen": "冻结", + "effect.ars_elemental.frozen.description": "受影响实体被冻结,无法治疗自身;会增加下一次火焰伤害,但同时会清除效果。", + "effect.ars_elemental.hellfire": "魔法烧灼", + "effect.ars_elemental.hellfire.description": "这种魔法火焰甚至能烧灼下界生物,让它们也受到火焰伤害。会小幅降低土元素造成的伤害,但同时会让魔法伤害穿透部分盔甲。", + "effect.ars_elemental.hymn_of_order": "秩序之歌", + "effect.ars_elemental.hymn_of_order.description": "无法直接获得,管理员专用。将受惩罚玩家的魔力上限设为1,阻止其施法。能大幅降低他们在服务器里捣乱的概率。", + "effect.ars_elemental.life_link": "生命相连", + "effect.ars_elemental.life_link.description": "施法者所受的伤害会与受影响实体分享,受影响实体所治疗的生命值会与施法者分享。使用“剪切”会清除链接两端实体的效果。", + "effect.ars_elemental.mana_shield": "魔力护盾", + "effect.ars_elemental.mana_shield.description": "使用魔力阻挡所受的伤害,且有概率免疫负面效果。", + "effect.ars_elemental.static_charged": "静电", + "effect.ars_elemental.static_charged.description": "效果结束时,召唤一道闪电击中受影响实体。", + "effect.ars_elemental.venom": "毒侵", + "effect.ars_elemental.venom.description": "受影响实体受到会致死的剧毒,增加来自“毒性孢子”的伤害。", + "effect.ars_elemental.watery_grave": "沉重之水", + "effect.ars_elemental.watery_grave.description": "令受影响实体下沉,并加快其氧气消耗。", + "enchantment.ars_elemental.mirror_shield": "法术反弹", + "enchantment.ars_elemental.mirror_shield.desc": "盾牌有概率反弹弹射物法术。", + "enchantment.ars_elemental.soulbound": "灵魂绑定", + "enchantment.ars_elemental.soulbound.description": "死亡时保留物品。", + "entity.ars_elemental.air_mage": "游掠气之法师", + "entity.ars_elemental.dripstone_spike": "土质尖刺", + "entity.ars_elemental.earth_mage": "游掠土之法师", + "entity.ars_elemental.fire_mage": "游掠火之法师", + "entity.ars_elemental.firenando_entity": "烈焰加农", + "entity.ars_elemental.firenando_familiar": "烈焰加农使魔", + "entity.ars_elemental.flashing_weald_walker": "闪耀林地行者", + "entity.ars_elemental.homing_projectile": "追踪弹射物", + "entity.ars_elemental.ice_spike": "冰质尖刺", + "entity.ars_elemental.lerp": "插值魔源效果", + "entity.ars_elemental.linger_magnet": "引力场", + "entity.ars_elemental.siren_entity": "塞壬", + "entity.ars_elemental.siren_familiar": "塞壬使魔", + "entity.ars_elemental.summon_camel": "被召唤的骆驼", + "entity.ars_elemental.summon_direwolf": "被召唤的恶狼", + "entity.ars_elemental.summon_dolphin": "被召唤的海豚", + "entity.ars_elemental.summon_skelehorse": "被召唤的骷髅马", + "entity.ars_elemental.summon_strider": "被召唤的炽足兽", + "entity.ars_elemental.summon_vhex": "被召唤的邪恶恼鬼", + "entity.ars_elemental.summon_wskeleton": "被召唤的复仇者", + "entity.ars_elemental.water_mage": "游掠水之法师", + "entity.ars_nouveau.firenando_familiar": "烈焰加农使魔", + "entity.ars_nouveau.siren_familiar": "塞壬使魔", + "item.ars_elemental.acceleration_prism_lens": "加速棱镜透镜", + "item.ars_elemental.air_bangle": "气之手环", + "item.ars_elemental.air_boots": "气岚法师靴子", + "item.ars_elemental.air_caster_tome": "气之施法者卷册", + "item.ars_elemental.air_focus": "气之核心", + "item.ars_elemental.air_hat": "气岚法师帽子", + "item.ars_elemental.air_leggings": "气岚法师护腿", + "item.ars_elemental.air_robes": "气岚法师法袍", + "item.ars_elemental.anima_bangle": "灵魂之手环", + "item.ars_elemental.anima_caster_tome": "灵魂之施法者卷册", + "item.ars_elemental.anima_essence": "灵魂之精华", + "item.ars_elemental.aqua_boots": "碧水法师靴子", + "item.ars_elemental.aqua_hat": "碧水法师帽子", + "item.ars_elemental.aqua_leggings": "碧水法师护腿", + "item.ars_elemental.aqua_robes": "碧水法师法袍", + "item.ars_elemental.arc_prism_lens": "弧线棱镜透镜", + "item.ars_elemental.base_bangle": "巫师手环", + "item.ars_elemental.caster_bag": "施法者提包", + "item.ars_elemental.curio_bag": "饰品口袋", + "item.ars_elemental.debug": "调试核心", + "item.ars_elemental.deceleration_prism_lens": "减速棱镜透镜", + "item.ars_elemental.earth_bangle": "土之手环", + "item.ars_elemental.earth_boots": "厚土法师靴子", + "item.ars_elemental.earth_caster_tome": "土之施法者卷册", + "item.ars_elemental.earth_focus": "土之核心", + "item.ars_elemental.earth_hat": "厚土法师帽子", + "item.ars_elemental.earth_leggings": "厚土法师护腿", + "item.ars_elemental.earth_robes": "厚土法师法袍", + "item.ars_elemental.fire_bangle": "火之手环", + "item.ars_elemental.fire_boots": "烈火法师靴子", + "item.ars_elemental.fire_caster_tome": "火之施法者卷册", + "item.ars_elemental.fire_focus": "火之核心", + "item.ars_elemental.fire_hat": "烈火法师帽子", + "item.ars_elemental.fire_leggings": "烈火法师护腿", + "item.ars_elemental.fire_robes": "烈火法师法袍", + "item.ars_elemental.firenando_charm": "烈焰加农护符", + "item.ars_elemental.firenando_familiar": "烈焰加农", + "item.ars_elemental.flashpine_pod": "闪电菠萝", + "item.ars_elemental.homing_prism_lens": "追踪棱镜透镜", + "item.ars_elemental.lesser_air_focus": "雏形气之核心", + "item.ars_elemental.lesser_earth_focus": "雏形土之核心", + "item.ars_elemental.lesser_fire_focus": "雏形火之核心", + "item.ars_elemental.lesser_water_focus": "雏形水之核心", + "item.ars_elemental.manipulation_caster_tome": "操纵之施法者卷册", + "item.ars_elemental.mark_of_mastery": "精通之印", + "item.ars_elemental.necrotic_focus": "腐坏之核心", + "item.ars_elemental.piercing_prism_lens": "穿透棱镜透镜", + "item.ars_elemental.rainbow_prism_lens": "虹彩棱镜透镜", + "item.ars_elemental.ritual_archwood_forest": "至高木森林岛屿召唤", + "item.ars_elemental.ritual_attraction": "吸引", + "item.ars_elemental.ritual_detection": "检测", + "item.ars_elemental.ritual_repulsion": "排斥", + "item.ars_elemental.ritual_squirrels": "松鼠飞毛腿", + "item.ars_elemental.ritual_tesla_coil": "电击", + "item.ars_elemental.siren_charm": "塞壬护符", + "item.ars_elemental.siren_familiar": "塞壬", + "item.ars_elemental.siren_shards": "塞壬碎片", + "item.ars_elemental.sparkflower": "电光花", + "item.ars_elemental.spell_horn": "巫师号角", + "item.ars_elemental.summon_bangle": "召唤之手环", + "item.ars_elemental.thread_shock": "电击", + "item.ars_elemental.thread_spore": "孢子", + "item.ars_elemental.thread_summon": "召唤", + "item.ars_elemental.water_bangle": "水之手环", + "item.ars_elemental.water_caster_tome": "水之施法者卷册", + "item.ars_elemental.water_focus": "水之核心", + "item.minecraft.lingering_potion.effect.enderference_potion": "滞留型抑影药水", + "item.minecraft.lingering_potion.effect.enderference_potion_long": "滞留型抑影药水", + "item.minecraft.lingering_potion.effect.enderference_potion_strong": "滞留型抑影药水", + "item.minecraft.lingering_potion.effect.shock_potion": "滞留型静电药水", + "item.minecraft.lingering_potion.effect.shock_potion_long": "滞留型静电药水", + "item.minecraft.lingering_potion.effect.shock_potion_strong": "滞留型静电药水", + "item.minecraft.potion.effect.enderference_potion": "抑影药水", + "item.minecraft.potion.effect.enderference_potion_long": "抑影药水", + "item.minecraft.potion.effect.enderference_potion_strong": "抑影药水", + "item.minecraft.potion.effect.shock_potion": "静电药水", + "item.minecraft.potion.effect.shock_potion_long": "静电药水", + "item.minecraft.potion.effect.shock_potion_strong": "静电药水", + "item.minecraft.splash_potion.effect.enderference_potion": "喷溅型抑影药水", + "item.minecraft.splash_potion.effect.enderference_potion_long": "喷溅型抑影药水", + "item.minecraft.splash_potion.effect.enderference_potion_strong": "喷溅型抑影药水", + "item.minecraft.splash_potion.effect.shock_potion": "喷溅型静电药水", + "item.minecraft.splash_potion.effect.shock_potion_long": "喷溅型静电药水", + "item.minecraft.splash_potion.effect.shock_potion_potion_strong": "喷溅型静电药水", + "item.minecraft.tipped_arrow.effect.enderference_potion": "抑影之箭", + "item.minecraft.tipped_arrow.effect.enderference_potion_long": "抑影之箭", + "item.minecraft.tipped_arrow.effect.enderference_potion_strong": "抑影之箭", + "item.minecraft.tipped_arrow.effect.shock_potion": "静电之箭", + "item.minecraft.tipped_arrow.effect.shock_potion_long": "静电之箭", + "item.minecraft.tipped_arrow.effect.shock_potion_strong": "静电之箭", + "itemGroup.ars_elemental": "元素魔艺", + "key.ars_elemental.open_pouch": "[元素魔艺] 打开饰品口袋", + "tooltip.ars_elemental.bags": "位于快捷栏或饰品栏时可通过%s打开。", + "tooltip.ars_elemental.caster_tome": "模仿该学派核心的能力。", + "tooltip.ars_elemental.focus_anima": "召唤的实体会复活,变成更强大的变种。这些复仇者会与你一齐发射追踪法术,击杀敌人时还会治疗你。", + "tooltip.ars_elemental.focus_boost": "强化%s学派的魔符,并降低其消耗。", + "tooltip.ars_elemental.focus_element": "与某一元素校准的核心,能让部分魔符产生新效果。", + "tooltip.ars_elemental.focus_element_mana.air": "佩戴者身处高空时给予魔力再生 I。", + "tooltip.ars_elemental.focus_element_mana.earth": "佩戴者身处地下深处时给予魔力再生 I。", + "tooltip.ars_elemental.focus_element_mana.fire": "佩戴者身处火焰或熔岩中时给予法术伤害提升 II。", + "tooltip.ars_elemental.focus_element_mana.water": "佩戴者潮湿时给予魔力再生 I,在游泳时给予魔力再生 II与海豚的恩惠。", + "tooltip.ars_elemental.focus_malus": "抑制其他元素学派的魔符。", + "tooltip.ars_elemental.lens": "可装入高等法术棱镜。", + "tooltip.ars_nouveau.blessed": "四元素的庇护", + "tooltip.siren_shards": "通过给予塞壬海泡菜获得。" +} \ No newline at end of file