diff --git a/projects/1.19/assets/hex-conjuring/hexconjuring/lang/en_us.json b/projects/1.19/assets/hex-conjuring/hexconjuring/lang/en_us.json new file mode 100644 index 000000000000..5cbc4618ce39 --- /dev/null +++ b/projects/1.19/assets/hex-conjuring/hexconjuring/lang/en_us.json @@ -0,0 +1,30 @@ +{ + "itemGroup.hexconjuring.hex_conjuring": "Hex Conjuring", + "item.hexconjuring.conjured_pickaxe": "Conjured Pickaxe", + "item.hexconjuring.conjured_axe": "Conjured Axe", + "item.hexconjuring.conjured_hoe": "Conjured Scythe", + "item.hexconjuring.conjured_shovel": "Conjured Shovel", + "item.hexconjuring.conjured_sword": "Conjured Sword", + "entity.hexconjuring.conjured_bird": "little bird guy", + "hexcasting.spell.hexconjuring:signum": "Signum Purification", + "hexcasting.spell.book.hexconjuring:conjurepickaxe": "Miner's Wish", + "hexcasting.spell.book.hexconjuring:conjureaxe": "Lumberjack's Wish", + "hexcasting.spell.book.hexconjuring:conjureshovel": "Terraformer's Wish", + "hexcasting.spell.book.hexconjuring:conjuresword": "Fighter's Wish", + "hexcasting.spell.book.hexconjuring:conjurehoe": "Farmer's Wish", + "hexcasting.spell.book.hexconjuring:conjurebird": "birb :)", + "hexcasting.spell.book.hexconjuring:signum": "Dum. Actn.", + "hexconjuring.entry.conjuretoolspells": "Conjure Tools", + "hexconjuring.entry.dummy_actions": "Dummy Actions", + "hexconjuring.page.conjuretoolspells.entry": "During one of my recent expeditions, I seem to have accidentally discovered a way to $(o)manipulate matter itself$() using _media. Specifically the creation of it, or rather the illusion of reforming air particles around me. However, doing so is incredibly difficult, and so I have devised a simple method to make it easier. ", + "hexconjuring.page.conjuretoolspells.entry2": "By focusing on a mere concept, such as a tool of some sorts, the _media seems to do the rest. I've appropriately named these concepts 'wishes'. $(br2) Each wish seems to cost the same amount of _media, about a tenth of an $(l:items/amethyst#dust)$(item)amethyst dust/$ per point of durability, plus an extra 2. ", + "hexconjuring.page.conjuretoolspells.conjurepickaxe": "Accepts a player entity and a $(l:casting/101)number/$. A pickaxe will then be conjured and given to the target, using the value put in as its durability. ", + "hexconjuring.page.conjuretoolspells.conjureaxe": "Accepts a player entity and a $(l:casting/101)number/$. An axe will then be conjured and given to the target, using the value put in as its durability. ", + "hexconjuring.page.conjuretoolspells.conjurehoe": "Accepts a player entity and a $(l:casting/101)number/$. A scythe will then be conjured and given to the target, using the value put in as its durability. ", + "hexconjuring.page.conjuretoolspells.conjureshovel": "Accepts a player entity and a $(l:casting/101)number/$. A shovel will then be conjured and given to the target, using the value put in as its durability. ", + "hexconjuring.page.conjuretoolspells.conjuresword": "Accepts a player entity and a $(l:casting/101)number/$. A sword will then be conjured and given to the target, using the value put in as its durability. ", + "hexconjuring.page.conjuretoolspells.conjurebird": "i will not elaborate $(br2) $(br2) how do i add animations", + "hexconjuring.page.dummy_actions.signum": "Accepts a $(l:casting/101)number/$, returns -1 if it is negative, 0 if 0, 1 if positive.", + "text.hexconjuring.conjurepickaxe": "Good job, %1$s!", + "text.hexconjuring.conjurepickaxe.player": "a Player" +} \ No newline at end of file diff --git a/projects/1.19/assets/hex-conjuring/hexconjuring/lang/zh_cn.json b/projects/1.19/assets/hex-conjuring/hexconjuring/lang/zh_cn.json new file mode 100644 index 000000000000..ff299bd3295f --- /dev/null +++ b/projects/1.19/assets/hex-conjuring/hexconjuring/lang/zh_cn.json @@ -0,0 +1,30 @@ +{ + "itemGroup.hexconjuring.hex_conjuring": "Hex Conjuring", + "item.hexconjuring.conjured_pickaxe": "构筑的镐", + "item.hexconjuring.conjured_axe": "构筑的斧", + "item.hexconjuring.conjured_hoe": "构筑的镰刀", + "item.hexconjuring.conjured_shovel": "构筑的锹", + "item.hexconjuring.conjured_sword": "构筑的剑", + "entity.hexconjuring.conjured_bird": "小小鸟", + "hexcasting.spell.hexconjuring:signum": "Signum Purification", + "hexcasting.spell.book.hexconjuring:conjurepickaxe": "矿工之愿", + "hexcasting.spell.book.hexconjuring:conjureaxe": "伐木工之愿", + "hexcasting.spell.book.hexconjuring:conjureshovel": "地形师之愿", + "hexcasting.spell.book.hexconjuring:conjuresword": "战士之愿", + "hexcasting.spell.book.hexconjuring:conjurehoe": "农夫之愿", + "hexcasting.spell.book.hexconjuring:conjurebird": "小鸟 :)", + "hexcasting.spell.book.hexconjuring:signum": "Dum. Actn.", + "hexconjuring.entry.conjuretoolspells": "构筑工具", + "hexconjuring.entry.dummy_actions": "Dummy Actions", + "hexconjuring.page.conjuretoolspells.entry": "在我最近的一次外出探险中,我似乎意外地找到了使用$(media)媒质$()$(o)操纵物质本身$()的方法。具体而言,是物质的创造,或者说是将空气粒子在身旁重整所产生的幻觉。然而,实际的操作难于登天,因此我设计了一些简单步骤用以简化。", + "hexconjuring.page.conjuretoolspells.entry2": "只需将意识集中在单个概念,比如工具之类的,$(media)媒质$()貌似就会处理好剩下的一切。我为它们起了个恰当的名字——“许愿”。$(br2)每个愿望的$(media)媒质$()消耗量似乎没有区别,即每点耐久度消耗大约 1/10 个$(l:items/amethyst#dust)$(item)紫水晶粉/$,再额外消耗 2 个。", + "hexconjuring.page.conjuretoolspells.conjurepickaxe": "接受一个玩家实体和一个$(l:casting/101)数/$,并构筑一柄镐给予目标;其耐久度即为所给数。", + "hexconjuring.page.conjuretoolspells.conjureaxe": "接受一个玩家实体和一个$(l:casting/101)数/$,并构筑一柄斧给予目标;其耐久度即为所给数。", + "hexconjuring.page.conjuretoolspells.conjurehoe": "接受一个玩家实体和一个$(l:casting/101)数/$,并构筑一杆镰刀给予目标;其耐久度即为所给数。", + "hexconjuring.page.conjuretoolspells.conjureshovel": "接受一个玩家实体和一个$(l:casting/101)数/$,并构筑一杆锹给予目标;其耐久度即为所给数。", + "hexconjuring.page.conjuretoolspells.conjuresword": "接受一个玩家实体和一个$(l:casting/101)数/$,并构筑一柄剑给予目标;其耐久度即为所给数。", + "hexconjuring.page.conjuretoolspells.conjurebird": "我不会详细说明$(br2)$(br2)怎么加动画啊", + "hexconjuring.page.dummy_actions.signum": "Accepts a $(l:casting/101)number/$, returns -1 if it is negative, 0 if 0, 1 if positive.", + "text.hexconjuring.conjurepickaxe": "Good job, %1$s!", + "text.hexconjuring.conjurepickaxe.player": "a Player" +} \ No newline at end of file diff --git a/projects/1.19/assets/hex-keys/hexkeys/lang/en_us.json b/projects/1.19/assets/hex-keys/hexkeys/lang/en_us.json new file mode 100644 index 000000000000..2d56d76d3f4f --- /dev/null +++ b/projects/1.19/assets/hex-keys/hexkeys/lang/en_us.json @@ -0,0 +1,28 @@ +{ + "block.hexkeys.mindscape_barrier": "Barrier of Mind", + "hexcasting.spell.hexkeys:library": "Library Key", + "hexcasting.spell.hexkeys:visit_library": "Visitor's Key", + "hexcasting.spell.hexkeys:create_library_key": "Morpheus's Reflection", + "hexcasting.spell.hexkeys:kleins_chest": "Klein's Chest", + "hexkeys.entry.klein_storage": "Klein Storage", + "hexkeys.entry.visit_mindscape": "Mindscape Visitation", + "hexkeys.entry.mindscape": "Mindscape Library", + "container.kleins_chest": "Klein's Chest", + "hexkeys.page.kleins.1": "I seem to have found a way to convert matter into pure media while keeping its inherent properties. Sadly, it appears there is a limit to the number of items I can store in my own mind as there's only so much room up there. I call this unique form of storage the Klein chest as it's a space within my own mind that seems to empty just as much as it fills.", + "hexkeys.page.kleins.open": "The cost of using this mental storage is an amethyst shard plus a quarter of an amethyst dust per slot filled. It takes a surprisingly large amount of mental energy to recall things that shouldn't be there in the first place.", + "hexkeys.page.kleins.2": "I can feel it itching at the front of my mind... always itching... I know this discovery may lead to great convenience, but I wonder if I could use it to sooth my strained and broken mind... I'll have to decide later, I have an itch to scratch.", + "hexkeys.page.mindscape.1": "I did it! It took more power than any being should have a right to hold, but I did it. I opened my mind to the physical world, in turn, it took on a physical form. A library of sorts. I'll call it the mindscape. A place to facilitate the interactions between my mind and the world around me. This place is mine and mine alone. The mindscape is my creation and for all intents and purposes, I'm its deity. I can soar freely in this space and modify it to my liking. Sadly despite my unrivaled power in my mental world, I was forced to encase the library in a barrier of sorts. I could feel that my mind wasn't ready for the things lurking outside in this expanse of physical and mental. Maybe I could remove this restriction in the future, but it's in my best interest to maintain it for now.", + "hexkeys.page.mindscape.open": "It started with a crack... A small thing really. I felt a light breeze from it that told me things. I'm now certain that every mind has some form of physical representation. I just need to get there. If only I could push that crack wider...", + "hexkeys.page.mindscape.2": "Extra Desc. Coming Soon(tm)", + "hexkeys.page.visit_mindscape.1": "Recently I've wondered if there was a way to enter the minds of my enemies. Sadly that seems like a very dangerous thing to do. After all my effort I've developed a method to enter and leave different minds at will regardless of location, but first I need a key. A signature that will tell me where to go. Without proper direction it's possible to become separated from my own mind in very dangerous ways.", + "hexkeys.page.visit_mindscape.visit": "I should also keep in mind that this method only seems to work on those like myself. Those of us who have \"opened\" our minds to the realm around us.", + "hexkeys.page.visit_mindscape.2": "To share the identity of my own mindscape I'll need an identifier or key. A signature. But who will verify this signature? The very cognitive plane itself. This pattern will burn the identity of my minscape or cognitive library into the very fabric of the mental world. This signature can be shared with those willing to delve into my own mind... at their own risk.", + "hexkeys.page.visit_mindscape.key": "", + "sounds.hexkeys.bonk": "Bonk", + "sounds.hexkeys.bonk2": "Rare Bonk", + "advancements.enter_the_mindscape.title": "It's so empty...", + "advancements.enter_the_mindscape.description": "You can't believe how empty your mind is... perhaps you could fill it?", + "hexcasting.mishap.not_a_mindscape_key": "Visitor's Key expected a reference to someone's Library!", + "hexcasting.mishap.mindscape_doesnt_exist": "The Library you are trying to visit doesn't exist!" + +} \ No newline at end of file diff --git a/projects/1.19/assets/hex-keys/hexkeys/lang/zh_cn.json b/projects/1.19/assets/hex-keys/hexkeys/lang/zh_cn.json new file mode 100644 index 000000000000..5057360d8009 --- /dev/null +++ b/projects/1.19/assets/hex-keys/hexkeys/lang/zh_cn.json @@ -0,0 +1,28 @@ +{ + "block.hexkeys.mindscape_barrier": "意识屏障", + "hexcasting.spell.hexkeys:library": "图书馆钥匙", + "hexcasting.spell.hexkeys:visit_library": "访问者钥匙", + "hexcasting.spell.hexkeys:create_library_key": "墨菲斯之精思", + "hexcasting.spell.hexkeys:kleins_chest": "克莱因箱", + "hexkeys.entry.klein_storage": "克莱因存储", + "hexkeys.entry.visit_mindscape": "进入意识界", + "hexkeys.entry.mindscape": "意识界图书馆", + "container.kleins_chest": "克莱因箱", + "hexkeys.page.kleins.1": "我似乎找到了将物质完全转换为媒质的方式,还能保留其原本的属性。但可惜,我也只能在意识中存储有限个物品,毕竟意识里只有那么多空间。我称这种独特的存储方式为“克莱因箱”,因为它是我意识中的空间,且腾出的空位和要存入的事物似乎完全对应。", + "hexkeys.page.kleins.open": "使用这种意识存储方式需消耗 1 个紫水晶碎片,每在一个槽位中放入物品额外消耗 1/4 个紫水晶粉。回忆出原本不存在的事物所需的意识能量相当之多。", + "hexkeys.page.kleins.2": "我的额头有点发痒……一直在痒……我懂这发现非常便捷,但我能不能用它放松放松我难堪重负的残破意识……之后再决定吧,该挠痒了。", + "hexkeys.page.mindscape.1": "我成功了!任谁都不可能获得这么多能量,但我做到了。我向物理世界开放了我的意识,也因此,它有了物理形态。就像一座图书馆。我称之为“意识界”,可以在此增强意识与周遭世界之间的交互和联系。这片天地独属于我。意识界是我的造物,从任何角度来看,我都是它的神。我能在其中随心翱翔,随意修改。尽管我在自己的意识世界中拥有无可比拟的力量,但图书馆依然还需包裹在某种屏障中。我能感受到我的意识还没准备好面对这片天地外面的事物。也许将来我能去掉这层屏障,但目前最好还是留着吧。", + "hexkeys.page.mindscape.open": "起初只是一条裂缝……相当狭小的裂缝。其中吹来的微风让我明白了些事情。我现在非常确定,每一个意识都有某种形式的物理形态与表现,只需找到进去的方式。要是我能把那条裂缝再扩大一点……", + "hexkeys.page.mindscape.2": "更多描述即将到来(tm)", + "hexkeys.page.visit_mindscape.1": "我最近在思考是否存在进入敌人意识的方式。遗憾的是,这件事光听上去就相当危险。而在我的不懈努力之下,我找到了随意进入和离开意识的方式,不受物理位置的限制,但这么做首先需要一把钥匙——一个代表目的地的标记。倘若没有正确的方向指引,与自身意识分离的危险后果实在不堪设想。", + "hexkeys.page.visit_mindscape.visit": "应当注意这种方法似乎只对那些和我类似的存在有效,也即那些将意识“开放”至周围世界的存在。", + "hexkeys.page.visit_mindscape.2": "共享自身意识界需要一个“标识符”、“钥匙”,或者说“键”。一份“标记”,一份“签名”。但又是谁来验证“签名”的真实性呢?那便是认知位面本身。此图案会将我意识界(或者说认知图书馆)的身份象征烧录入意识世界的基础结构中。然后就可将这份“签名”发送给那些愿意进入我意识的人……当然,风险自负。", + "hexkeys.page.visit_mindscape.key": "", + "sounds.hexkeys.bonk": "Bonk", + "sounds.hexkeys.bonk2": "Rare Bonk", + "advancements.enter_the_mindscape.title": "真是空空如也……", + "advancements.enter_the_mindscape.description": "你简直无法相信你的意识居然空洞如此……也许你能让它充实起来?", + "hexcasting.mishap.not_a_mindscape_key": "访问者钥匙本应接受代表某人意识图书馆的iota!", + "hexcasting.mishap.mindscape_doesnt_exist": "你试图访问的图书馆不存在!" + +} \ No newline at end of file diff --git a/projects/1.19/assets/hexcircus/hex_circus/lang/en_us.json b/projects/1.19/assets/hexcircus/hex_circus/lang/en_us.json new file mode 100644 index 000000000000..2f87703ed11e --- /dev/null +++ b/projects/1.19/assets/hexcircus/hex_circus/lang/en_us.json @@ -0,0 +1,48 @@ +{ + "hexcasting.entry.circus.particles": "Particles", + "hexcasting.entry.circus.mind_control": "Mind Control", + + + + + "hexcasting.spell.hex_circus:linear_particle": "Linear Particle", + "hexcasting.spell.hex_circus:bezier_particle": "Bezier Particle", + + + "hexcasting.spell.hex_circus:command_creature": "Command Creature", + "hexcasting.spell.hex_circus:whittle_will": "Whittle Will", + "hexcasting.spell.hex_circus:get_will": "Willingness Purification", + + + + + + "hex_circus.page.particles.opening.0": "I have figured out the secrets of showmanship by studying the magic used by the fabled Illusioner!$(br2)The following pages contain information on how to make ephemeral particles to really bring my spells to life!", + + "hex_circus.page.particles.linear.0": "Summons a singular particle that moves in a straight line from the first vector to the second, the particle takes on the color of the third vector in the form of something called \"RGB\" values between 0 to 1.", + "hex_circus.page.particles.linear.1": "The number appears to control the speed at which the particle moves, although this is relative to the path length, a speed of 1 seems to make the particle finish its journey after about a second. Costs one 10 thousandth of an amethyst dust.", + + "hex_circus.page.particles.bezier.0": "Works the same as Linear Particle, but with an extra vector between the end point and the color", + "hex_circus.page.particles.bezier.1": "This new vector seems to attract the particle during its journey, making the line in which it moves bend towards the third vector.$(br2)Costs one 2 thousandth of an amethyst dust.$(br2)$(br2)Side note: The particle never seems to actually reach the third vector", + + + "hex_circus.page.mind_control.opening.0": "By studying the Evoker I believe I have discovered how they keep control over the Allay whose minds they have twisted into the devious Vex!Although I have not been able to fully recreate the permanent effects, I have devised my own, admittedly weaker version of this powerful ability.$(br)All creatures with a mind have something they want, something they $(italic)need.$(clear) This can be used to my advantage!", + "hex_circus.page.mind_control.opening.1": "By manipulating the minds of lesser creatures and affecting what they want, I can practically make them do anything! $(br2)Although for now I'll have to stick to making them walk to a location of my choosing.$(br2)The following pages contain information on how to command the will of lesser beings, as well as whittling away at their will to resist my commands.", + + "hex_circus.page.mind_control.command_creature.0": "Commands the will of a lesser creature to move to the position at the top of the stack", + "hex_circus.page.mind_control.command_creature.1": "An ungodly amount of media is wasted to gain control control as the creature tries to resist the command, this varies from species to species", + + "hex_circus.page.mind_control.whittle_will.0": "Whittles away at the will of the creature at the top of the stack, causing the cost of commanding it to halve.", + "hex_circus.page.mind_control.whittle_will.1": "I should be careful with this, as a creature completely losing it's will to live results in cardiac arrest.$(br2)$(br2)Costs media equivalent to 64 charged amethyst", + + "hex_circus.page.mind_control.get_will": "Takes the creature at the top of the stack and replaces it with the amount of media in dust required to command it's mind, or null if commanding it is not possible.", + + + + + "hexcasting.mishap.hex_circus.invalid_creature": "This creature does not appear to be of a valid species for this spell!", + + "hexcasting.mishap.hex_circus.influence_player.influencer": "You attempted to attack another player's mind... Didn't go so well, did it now?", + "hexcasting.mishap.hex_circus.influence_player.influencee": "%s attempted to invade your mind! They have severely paid for their actions" + +} \ No newline at end of file diff --git a/projects/1.19/assets/hexcircus/hex_circus/lang/zh_cn.json b/projects/1.19/assets/hexcircus/hex_circus/lang/zh_cn.json new file mode 100644 index 000000000000..0a7835939563 --- /dev/null +++ b/projects/1.19/assets/hexcircus/hex_circus/lang/zh_cn.json @@ -0,0 +1,48 @@ +{ + "hexcasting.entry.circus.particles": "粒子", + "hexcasting.entry.circus.mind_control": "意识控制", + + + + + "hexcasting.spell.hex_circus:linear_particle": "线性粒子", + "hexcasting.spell.hex_circus:bezier_particle": "贝塞尔粒子", + + + "hexcasting.spell.hex_circus:command_creature": "命令生物", + "hexcasting.spell.hex_circus:whittle_will": "削弱意识", + "hexcasting.spell.hex_circus:get_will": "意愿之纯化", + + + + + + "hex_circus.page.particles.opening.0": "深入研习传说中幻术师的魔法之后,我终于找到了演艺视效的秘辛所在!$(br2)后续几页记载了如何操纵转瞬即逝的粒子,它们能为法术带来活力的色彩!", + + "hex_circus.page.particles.linear.0": "召唤一个粒子,它会从第一向量直线移动至第二向量,粒子的颜色由第三向量决定,遵循的法则称作“RGB”,值在 0 到 1 之间。", + "hex_circus.page.particles.linear.1": "所给数控制粒子移动的速度,速度也会受移动距离的长短影响,速度为 1 的粒子似乎会在大约 1 秒后结束自己的旅程。消耗 1/10000 个紫水晶粉。", + + "hex_circus.page.particles.bezier.0": "功能与线性粒子相同,但需要在结束点和颜色间额外传入一个向量。", + "hex_circus.page.particles.bezier.1": "这个新向量会吸引粒子,使得粒子的移动轨迹偏向第三向量。$(br2)消耗 1/2000 个紫水晶粉。$(br2)$(br2)需要注意:粒子永远不会到达第三向量处。", + + + "hex_circus.page.mind_control.opening.0": "深入研习唤魔者之后,他们如何扭曲悦灵的意识而造出阴险的恼鬼,再如何加以控制,我自认已经找到了完整的答案!虽然我还不能复刻出永久效果,但我确实做到了——尽管相较这种强大力量来说相当微弱。$(br)所有拥有意识的生物都有它们的欲望,它们的$(italic)需求$(clear)。这正是我控制它们的抓手!", + "hex_circus.page.mind_control.opening.1": "操纵低等生物的意识,改变它们的欲望,就可让它们做任何事情!$(br2)虽然现在我还只能让它们走到我指定的位置。$(br2)后续几页主要介绍如何命令低等生物的意识,以及如何削弱其意识对我的命令的抵抗力。", + + "hex_circus.page.mind_control.command_creature.0": "命令低等生物的意识,以使其前往栈顶的位置。", + "hex_circus.page.mind_control.command_creature.1": "由于生物会试图抵抗命令,会有多到难以想象的媒质浪费在夺取控制上,但具体多少随生物的种类不同而变。", + + "hex_circus.page.mind_control.whittle_will.0": "削弱栈顶生物的意识,使得命令其的消耗减半。", + "hex_circus.page.mind_control.whittle_will.1": "使用此法术需要小心,完全失去存活意愿的生物会心脏骤停。$(br2)$(br2)消耗等价于 64 个充能紫水晶的媒质。", + + "hex_circus.page.mind_control.get_will": "接受栈顶生物,并将其替换为命令其意识所需媒质,以紫水晶粉计。生物无法命令则返回 Null。", + + + + + "hexcasting.mishap.hex_circus.invalid_creature": "此类生物似乎并非此法术的有效对象!", + + "hexcasting.mishap.hex_circus.influence_player.influencer": "你试图攻击另一位玩家的意识……后果不好受吧?", + "hexcasting.mishap.hex_circus.influence_player.influencee": "%s试图侵入你的意识!他已为此付出沉重代价。" + +} \ No newline at end of file diff --git a/projects/1.19/assets/hexgloop/hexgloop/lang/en_us.json b/projects/1.19/assets/hexgloop/hexgloop/lang/en_us.json new file mode 100644 index 000000000000..cf84277eae46 --- /dev/null +++ b/projects/1.19/assets/hexgloop/hexgloop/lang/en_us.json @@ -0,0 +1,495 @@ +{ + "itemGroup.hexgloop.general": "Hex Gloop", + "item.hexgloop.gloop": "Gloop", + "item.hexgloop.multi_focus": "Multi Focus", + "item.hexgloop.casting_ring": "Casting Ring", + "item.hexgloop.focal_ring": "Focal Ring", + "item.hexgloop.focal_ring.sealed": "Sealed Focal Ring", + "item.hexgloop.focal_pendant": "Focal Pendant", + "item.hexgloop.focal_pendant.sealed": "Sealed Focal Pendant", + "item.hexgloop.casting_potion": "Potion of Casting", + "item.hexgloop.gloop_dye": "Gloop Dye", + "item.hexgloop.slate_bowl": "Slate Bowl", + "item.hexgloop.hexxyos": "Hexxy-O's", + "item.hexgloop.hex_snack": "Thought Gummy", + "item.hexgloop.casters_coin": "Caster's Coin", + "item.hexgloop.casters_coin.bound": "Bound Caster's Coin", + "item.hexgloop.casters_coin.bound_caster": "Bound by %s", + "item.hexgloop.heart_pigment": "Sam's Glooptastic Pigment", + "item.hexgloop.gloopifact": "Gloopifact", + "item.hexgloop.synchronous_gloop": "Synchronous Gloop", + "item.hexgloop.hand_mirror": "Hand Mirror", + "item.hexgloop.cosmetic_energizer": "Mind Wrench", + + "item.hexgloop.lovely_staff": "Lovely Staff", + "item.hexgloop.quartz_staff": "Quartz Staff", + "item.hexgloop.carrot_staff": "Carrot Staff", + "item.hexgloop.bee_staff": "Bee Staff", + "item.hexgloop.rod_staff": "Amethyst On A Stick", + "item.hexgloop.bone_staff": "Bone Staff", + "item.hexgloop.ice_staff": "Ice Staff", + "item.hexgloop.blaze_staff": "Blaze Staff", + "item.hexgloop.pumpkin_staff": "Pumpkin.. staff?", + "item.hexgloop.wither_staff": "Wither Staff", + "item.hexgloop.ghost_staff": "Ghost Staff", + "item.hexgloop.owl_staff": "Owl Staff", + "item.hexgloop.celestial_staff": "Celestial Staff", + "item.hexgloop.longinus_staff": "Staff Of Longinus", + "item.hexgloop.candy_cane_staff": "Candy Cane Staff", + "item.hexgloop.menorah_staff": "Menorah Staff", + "item.hexgloop.christmas_tree_staff": "Christmas Tree Staff", + + "item.hexgloop.hexxy_plush": "Hexxy Plush", + "item.hexgloop.hex_blade": "Hex Blade", + "item.hexgloop.hex_pickaxe": "Hex Pickaxe", + "item.hexgloop.slate_loader": "Ritualist's Inscriber", + "item.hexgloop.inventorty": "Inventorty", + "item.hexgloop.slate_loader.written": "Ritualist's Inscriber [%s]", + "item.hexgloop.covered_spellbook": "Covered Spellbook", + "item.hexgloop.covered_spellbook.sealed": "Sealed Covered Spellbook", + "item.hexgloop.hand_mirror.tooltip": "Reflects [%s]", + "item.hexgloop.hand_mirror.tooltip.not_activated": "Last Reflected [%s]", + + "item.hexgloop.mept_log": "Mept Log", + "item.hexgloop.casting_frog": "Frogi", + "item.hexgloop.empty_jar": "Empty Jar", + "item.hexgloop.mind_jar": "Mind in a Jar", + "item.hexgloop.mind_jar.tooltip": "Contains the mind of a %s %s", + "item.hexgloop.mind_jar.tooltip.nojob": "Contains an untrained mind", + "item.hexgloop.mind_jar.tooltip.empty": "Somehow contains no mind ?", + + "item.hexgloop.essence_stone": "Essence Stone", + "item.hexgloop.script": "Script", + "item.hexgloop.coping_saw": "Coping Saw", + "item.hexgloop.library_card": "Akashic Library Card", + "item.hexgloop.library_card.tooltip_dimension": "Bound to %s", + + "item.hexgloop.copper_pen_fidget": "Pen Fidget", + "item.hexgloop.dreidel_fidget": "Dreidel Fidget", + "item.hexgloop.rainbow_amogus_fidget": "Rainbow Amogus Pop It Fidget", + + "block.hexgloop.gloop_energizer": "Energizer", + "block.hexgloop.pedestal": "Pedestal", + "block.hexgloop.mirror_pedestal": "Mirrored Pedestal", + "block.hexgloop.mind_pedestal": "Flayer's Pedestal", + "block.hexgloop.slate_chest": "Slate Chest", + "block.hexgloop.gloopy_slate_chest": "Gloopy Slate Chest", + "block.hexgloop.sentinel_bed": "Sentinel Bed", + "block.hexgloop.accelerator": "Accelerator", + "block.hexgloop.hexxed_glass": "Hexxed Glass", + "block.hexgloop.slate_lamp": "Slate Lamp", + "block.hexgloop.charged_amethyst_block": "Block of Charged Amethyst", + "block.hexgloop.gloop_block": "Block of Gloop", + "block.hexgloop.syncetrix": "Syncetrix", + "block.hexgloop.wave_locus": "Undulator", + "block.hexgloop.enlightenment_gate": "Caster's Gate", + "block.hexgloop.enlightenment_bridge": "Caster's Bridge", + "block.hexgloop.thinking_carpet": "Caster's Carpet", + "block.hexgloop.conjured_redstone": "Conjured Redstone", + "block.hexgloop.iotic_dial": "Iotic Dial", + + "key.hexgloop.open_iota_wheel": "Open Iota Wheel", + "key.hexgloop.casting_ring": "Use Casting Ring", + "key.hexgloop.scroll_down": "Scroll Spellbook Down", + "key.hexgloop.scroll_up": "Scroll Spellbook Up", + "key.hexgloop.open_hex_book": "Open Hex Book", + "key.categories.hexgloop": "Hex Gloop", + + "hexgloop.tooltip.multi_focus.page": "Selected Slot %d/%d", + "hexgloop.tooltip.multi_focus.page.sealed": "Selected Slot %d/%d (%s)", + "hexgloop.tooltip.multi_focus.page_with_name": "Selected Slot %d/%d (\"%s\")", + "hexgloop.tooltip.multi_focus.page_with_name.sealed": "Selected Slot %d/%d (\"%s\") (%s)", + "hexgloop.tooltip.fidget.page": "Selected Slot %d/%d", + "hexgloop.tooltip.fidget.page_with_name": "Selected Slot %d/%d (\"%s\")", + + "hexgloop.tooltip.media_worth": "Worth %s", + "hexgloop.tooltip.media_worth_each": "%s per item", + "hexgloop.tooltip.pigment": "Pigment: %s", + + "hexcasting.spell.hexgloop:craft/potion": "Craft Potion", + "hexcasting.spell.hexgloop:set_label": "Dymo's Gambit", + "hexcasting.spell.hexgloop:read_orchard": "Orchard's Reflection", + "hexcasting.spell.hexgloop:read_orchard_list": "Orchard's Reflection II", + + "hexcasting.spell.hexgloop:read_pendant": "Memento's Reflection", + "hexcasting.spell.hexgloop:write_pendant": "Memento's Gambit", + "hexcasting.spell.hexgloop:check_read_pendant": "Cherishing Reflection", + "hexcasting.spell.hexgloop:check_write_pendant": "Nostalgic Reflection", + + "hexcasting.spell.hexgloop:read_ring": "Anularis Reflection", + "hexcasting.spell.hexgloop:write_ring": "Anularis Gambit", + + "hexcasting.spell.hexgloop:read_right_ring": "Rival's Reflection", + "hexcasting.spell.hexgloop:write_right_ring": "Rival's Gambit", + + "hexcasting.spell.hexgloop:read_left_ring": "Lover's Reflection", + "hexcasting.spell.hexgloop:write_left_ring": "Lover's Gambit", + + "hexcasting.spell.hexgloop:check_read_ring": "Authenicator's Reflection", + "hexcasting.spell.hexgloop:check_write_ring": "Jeweler's Reflection", + + "hexcasting.spell.hexgloop:read_comparator": "Etho's Purification", + "hexcasting.spell.hexgloop:read_redstone": "Seth's Purification", + "hexcasting.spell.hexgloop:conjure_redstone": "Conjure Redstone Block", + + "hexcasting.spell.hexgloop:clear_truename": "Renew Truename", + "hexcasting.spell.hexgloop:truename_agree_eula": "Acknowledge Truename", + + "hexcasting.spell.hexgloop:in_overworld": "Terra Reflection", + "hexcasting.spell.hexgloop:in_nether": "Everflame Reflection", + "hexcasting.spell.hexgloop:opnop_useless": "Aergia's Gambit", + "hexcasting.spell.hexgloop:check_ambit": "Canary's Purification", + "hexcasting.spell.hexgloop:catchy_eval": "Athena's Gambit", + "hexcasting.spell.hexgloop:reveal_mishap": "Athena's Revelation", + "hexcasting.spell.hexgloop:stringify_mishap": "Athena's Reflection", + "hexcasting.spell.hexgloop:assert": "Euler's Purification", + + "hexcasting.spell.hexgloop:get_hotbar_slot": "Handy Reflection", + "hexcasting.spell.hexgloop:set_hotbar_slot": "Handy Gambit", + "hexcasting.spell.hexgloop:swap_hotbar_slot": "Handoff", + + "hexcasting.spell.hexgloop:conjure_tasty_treat": "Conjure Tasty Treat", + + "hexcasting.spell.hexgloop:dispense": "Dispense", + "hexcasting.spell.hexgloop:stonecut": "Cut Stone", + + "hexcasting.spell.hexgloop:bind_mirror": "Bind Mirror", + "hexcasting.spell.hexgloop:temp_bind_mirror": "Temp Bind Mirror", + + "hexcasting.spell.hexgloop:compare_item_bound_caster": "Notary's Purification", + "hexcasting.spell.hexgloop:cooler_compare_item_bound_caster": "Notary's Distillation", + "hexcasting.spell.hexgloop:get_item_bound_caster": "Merchant's Reflection", + "hexcasting.spell.hexgloop:cooler_get_item_bound_caster": "Merchant's Purification", + + "hexcasting.spell.hexgloop:gloopimind_upload": "Gloopimind Upload", + "hexcasting.spell.hexgloop:gloopimind_download": "Gloopimind Download", + "hexcasting.spell.hexgloop:craft/gloopifact": "Craft Gloopifact", + "hexcasting.spell.hexgloop:gloopifact_read": "Gloopcaster's Reflection", + "hexcasting.spell.hexgloop:gloopifact_write": "Gloopcaster's Gambit", + "hexcasting.spell.hexgloop:gloopifact_check_read": "Gloopitor's Reflection", + "hexcasting.spell.hexgloop:gloopifact_check_write": "Gloopessor's Distillation", + + "hexcasting.spell.hexgloop:block_read": "Ritualist's Purification", + "hexcasting.spell.hexgloop:block_write": "Ritualist's Gambit", + "hexcasting.spell.hexgloop:can_block_read": "Surveyor's Purification", + "hexcasting.spell.hexgloop:can_block_write": "Surveyor's Distillation", + + "hexcasting.spell.hexgloop:craft/inventorty": "Teach Inventorty", + "hexcasting.spell.hexgloop:torty_transfer": "Torty Transfer", + "hexcasting.spell.hexgloop:torty_count": "Torty's Purification", + "hexcasting.spell.hexgloop:torty_max_count": "Torty's Max Purification", + "hexcasting.spell.hexgloop:torty_get_type": "Curiosity's Purification", + "hexcasting.spell.hexgloop:torty_inv_sizes": "Torty's Reflection", + "hexcasting.spell.hexgloop:torty_inv_names": "Torty's Reflection II", + + "hexcasting.spell.hexgloop:craft/casting_frog": "Teach Frogi", + "hexcasting.spell.hexgloop:frog_eat": "Frogi Snack", + + + "hexcasting.spell.hexgloop:craft/hex_blade": "Forge Hex Blade", + "hexcasting.spell.hexgloop:craft/hex_pickaxe": "Forge Hex Pickaxe", + + "hexcasting.mishap.bad_item.slot": "%s needs %s in the %s but got %dx %s", + "hexcasting.mishap.no_item.slot": "%s needs %s in the %s but got nothing", + "hexcasting.mishap.bad_offhand_item.caster_bound": "an item bound by a hexcaster", + + "hexgloop.slotname.necklace": "necklace slot", + "hexgloop.slotname.offhandring": "ring slot", + "hexgloop.slotname.mainhandring": "ring slot", + "hexcasting.mishap.bad_item.labely_item": "a labelable item", + "hexcasting.mishap.bad_item.gloopifact": "a gloopifact", + "hexcasting.mishap.bad_item.no_stonecutting": "a stonecuttable item", + + "hexcasting.mishap.bad_entity.not_frog_food": "an entity the Frogi can eat", + + "hexcasting.mishap.bad_block.iota.read": "a place to read iotas from", + "hexcasting.mishap.bad_block.iota.write": "a place to write iotas to", + + "hexcasting.mishap.mirror_limits": "%s had no reflection", + + "hexcasting.mishap.wrong_casting_source": "%s expected to be cast from %s, but was cast from %s", + "hexgloop.comment.ignore": "the second param here VVV is a comma separated list of source_type translation keys. if you're working on a translation and this is preventing it from translating well lmk", + "hexcasting.mishap.wrong_casting_sources": "%s expected to be cast from one of: %s, but was cast from %s", + "hexcasting.mishap.invalid_value.class.kittygrabbable": "an inventorty slot", + + + "hexgloop.mishap.catch_wrapper": "Last Mishap: %s", + "hexgloop.mishap.catch_wrapper.none": "This cast has yet to mishap", + "hexcasting.mishap.cleared_truename": "%s tried to use %s's truename", + "hexcasting.mishap.assertion": "%s failed an assertion", + "hexcasting.mishap.assertion.labeled": "%s failed an assertion at %s", + "hexgloop.generic_circle_spell": "Spell Circle", + + "hexgloop.source_type.staff": "a Staff", + "hexgloop.source_type.circle": "a Spell Circle", + "hexgloop.source_type.packaged_hex": "a Casting Item", + "hexgloop.source_type.wisp": "a Wisp", + "hexgloop.source_type.gloopifact": "a Gloopifact", + "hexgloop.source_type.inventorty": "an Inventorty", + "hexgloop.source_type.frog_casting": "a Frogi", + + "hexgloop.container.simple": "Simple", + "hexgloop.container.result": "Result", + + "hexgloop.greatbook.saved": "Wrote %s (%s) to Hex Book", + "hexgloop.greatbook.removed": "Removed %s from Hex Book", + "hexgloop.greatbook.cleared": "Cleared great spells from Hex Book", + + "hexgloop.tooltip.pattern_shift": "(Hold Shift for Pattern Info)", + + "block.minecraft.banner.hexgloop.hermes.white": "White Hermes", + "block.minecraft.banner.hexgloop.hermes.orange": "Orange Hermes", + "block.minecraft.banner.hexgloop.hermes.magenta": "Magenta Hermes", + "block.minecraft.banner.hexgloop.hermes.light_blue": "Light Blue Hermes", + "block.minecraft.banner.hexgloop.hermes.yellow": "Yellow Hermes", + "block.minecraft.banner.hexgloop.hermes.lime": "Lime Hermes", + "block.minecraft.banner.hexgloop.hermes.pink": "Pink Hermes", + "block.minecraft.banner.hexgloop.hermes.gray": "Gray Hermes", + "block.minecraft.banner.hexgloop.hermes.light_gray": "Light Gray Hermes", + "block.minecraft.banner.hexgloop.hermes.cyan": "Cyan Hermes", + "block.minecraft.banner.hexgloop.hermes.purple": "Purple Hermes", + "block.minecraft.banner.hexgloop.hermes.blue": "Blue Hermes", + "block.minecraft.banner.hexgloop.hermes.brown": "Brown Hermes", + "block.minecraft.banner.hexgloop.hermes.green": "Green Hermes", + "block.minecraft.banner.hexgloop.hermes.red": "Red Hermes", + "block.minecraft.banner.hexgloop.hermes.black": "Black Hermes", + + "hexgloop.truename_eula": "I appear to have imbued this object with my truename. I shudder to think what would happen if this fell into malicious hands. It may be comforting for me to review my notes on Truename Protection Spells", + + "hexgloop.gloopvancement.title": "Glooptastic", + "hexgloop.gloopvancement.desc": "Get your hands gloopy", + "hexgloop.syncvancement.title": "Gloopy action at a distance", + "hexgloop.syncvancement.desc": "Synchronize your gloop", + "hexgloop.sketchy_foods.title": "The snack that evals back", + "hexgloop.sketchy_foods.desc": "Eat a hexxed snack, they're probably vegan?", + + "hexgloop.hexdoc.gloopcipe_media_cost": "Costs %d Dust", + + "hexgloop.entry.gloopytweaks": "Glooptastic Changes", + "hexgloop.page.gloopytweaks.0": "I have noticed some absolutely glooptastic changes in the world recently.$(br2)The hex book seems,, friendlier. When I'm on a page with a pattern and touch it to a hanging scroll, it copies the pattern onto the scroll. It even seems to get the page based on which hand I'm holding it in.", + "hexgloop.page.gloopytweaks.1": "I've also discovered that I can apply dye to my staffs if I want to make them more colorful.$(br2)By far the strangest change though is that my hexes $(o)feel$() different, almost like they're vibrating through my bones. Perhaps a sensitive enough scanner could pick up on this?", + + "hexgloop.entry.gloopytweaks_client": "A Gloopy Mind", + "hexgloop.page.gloopy_client.0": "I feel that my mind is sharper recently, perhaps more in tune with my hexes.$(br2)For one, it's much easier to visualize patterns. I can even hear something like \"\\\" and visualize it perfectly as $(m)$(0)$(). Additionally, I can hover over these patterns to get a better view of them, or click to copy them for later.", + "hexgloop.page.gloopy_client.1": "I've also been finding it more natural to flip through my spellbook. Pressing $(k:key.hexgloop.open_iota_wheel) allows me to visualize my spellbook, and I can flip through it quickly with $(l)$(k:key.hexgloop.scroll_down)$() and $(l)$(k:key.hexgloop.scroll_up)$().", + "hexgloop.page.gloopy_client.2": "I've noticed that it's recently become easier to reference these notes while casting too, pressing $(k:key.hexgloop.open_hex_book) causes my book to fly open right to the page I left it.$(br2)Finally, it seems that I can sense more details when I look at certain items, most notably media items, pigments, and scrolls.", + + "hexgloop.entry.casting_ring": "Casting Ring", + "hexgloop.page.casting_ring.0": "I do love my staff, but occasionally I find myself needing a lighter casting instrument.$(br2)The casting ring, when equipped, let's me open up a staff free casting grid by pressing $(l)$(k:key.hexgloop.casting_ring)$(). I find my grid reduced without the reach of my staff, but still, this may be a worthwhile trade-off.", + "hexgloop.page.casting_ring.1": "I've noticed that my hexes prefer to use items in my offhand, perhaps this will be useful with both of my hands free?", + + "hexgloop.entry.casting_potion": "Casting Potion", + "hexgloop.page.casting_potion.0": "I've found that brewing $(l:items/amethyst#dust)amethyst dust$(/l) (or any $(l:items/pigments)pigment$(/l)) into a thick potion will give me a potion that is able to channel media into casting hexes.$(br2)I can craft the potion using the $(l:hexgloop:patterns/spells/craft_potion)Craft Potion$(/l) spell.", + + "hexgloop.entry.fidgets": "Fidgets", + "hexgloop.page.fidgets.0": "I've happened upon the most joyous of devices !$(br2)These devices, which I've been calling fidgets, help me channel my thoughts into a form detectable in my hexes. I can interact with them in much the same way as I would with a spellbook, minus the iota storage of course. For accessing these thoughts, see the section on $(l:hexgloop:patterns/minds_orchard)Mind's Orchard$(/l)", + "hexgloop.page.fidgets.pen": "A simple device that only toggles between two states. It has a nice clicky noise though.", + "hexgloop.page.fidgets.amogus": "At first I was suspicious of this item, but I have now ejected all of my concerns. This whimsical device makes the most delightful popping noises, and lets me channel my thoughts through six states.", + "hexgloop.page.fidgets.dreidel": "I made it out of clay ! It has four sides letting me fidget between four states.", + + "hexgloop.entry.trinket_focus": "Trinkety Foci", + "hexgloop.page.trinket_focus.0": "I have been overcome by a strong desire to accessorize. These trinkets act just like normal foci but I can wear them and use the $(l:hexgloop:patterns/trinket_focus_patterns)Trinkety Focus Patterns$(/l)$(br2)$(o)[Gloopy Dev Note: you need trinkets on fabric or curios on forge to wear these. You can still use them as foci otherwise though]$()", + "hexgloop.page.trinket_focus.pendant": "A fashionable pendant, good for iotas you want to keep close to your heart.", + "hexgloop.page.trinket_focus.ring": "A ring forged from the strongest nether metals. For the most important iotas.", + + "hexgloop.entry.gloop": "Gloop !", + "hexgloop.page.gloop.0": "This is glooptastic ! My calculations suggest that under the right conditions, slime and media may form together into a highly reactive and adaptive material.$(br2)It'll require a way to energize the reactants and some mechanism to prompt the reaction. I've drafted my schematics for such a device on the following page.", + "hexgloop.page.gloop.1": "The adaptive nature of this gloop leads me to believe there may be other forms out there to be discovered...", + "hexgloop.page.gloop.2": "I've recently discovered a new form of gloop, I've been calling is synchronous gloop, and it seems to be able to react across great distances.", + "hexgloop.page.gloop.energizer": "This machine should be strong enough to channel the media through nearby water and into my reactants. I can use a device such as a hopper to feed media in. $(br2)Now I just need a way to trigger the reaction.. perhaps I can look up to nature for a strike of inspiration ?", + + "hexgloop.entry.multi_focus": "Multi Focus", + "hexgloop.page.multi_focus.0": "I can feel the gloop pulling at my mind, maybe I can pull back?$(br2)A gloop constructed multi focus should let me hold multiple iotas in a single item and access them quickly with $(l)$(k:key.hexgloop.open_iota_wheel)$(), sort of like a smaller spellbook. For more organizational techniques I should check my notes on $(l:hexgloop:patterns/labels)labels$(/l)", + "hexgloop.page.multi_focus.1": "$(o)I can almost hear it purring..$()", + + "hexgloop.entry.gloop_dye": "Gloop Dye", + "hexgloop.page.gloop_dye.0": "I've found that mixing my own dye colors is quite tedious and it would be nice to have something more precise.$(br2)With this gloop dye I should be able to pick any color I'd like for using with items like leather armor or my staffs. I can pick the color by using $(l:patterns/readwrite#hexcasting:write)Scribe's Gambit$(/l) to write a vector holding rgb values between 0-255.$(br2)Using the dye will cost media, but I can recharge it like I would a trinket.", + "hexgloop.page.gloop_dye.1": "$(o)so many colors!$()", + + "hexgloop.entry.labels": "Labels", + "hexgloop.page.labels.0": "Although my current system lets me flip through my notes quickly, it would be nice to have a way to label them.$(br2)This system should let me label my pages using iotas. I've recorded all the label types that I've found on the following page", + "hexgloop.page.labels.1": "$(li)number/string$(li)patterns$(li)items (from an entity or relevant hexal iotas)$(li)entities$(li)null (to clear it)", + "hexgloop.page.labels.2": "Assigns a label based on the given iota to the currently selected slot of a labelable item in my offhand.", + + "hexgloop.entry.minds_orchard": "Mind's Orchard", + "hexgloop.page.minds_orchard.0": "I've found that if I can hold a concrete enough idea in my mind then I can use these patterns to pick it into my hexes. Something like a $(l:hexgloop:items/fidgets)fidget$(/l) should help me channel my thoughts.$(br2)The value stored in my orchard will always be a list with atleast one number. I haven't yet found a way to store multiple numbers in this list though..", + "hexgloop.page.minds_orchard.1": "Picks a number from my mind's orchard representing the index of my thought.", + "hexgloop.page.minds_orchard.2": "Picks values from my orchard as a list.", + + "hexgloop.entry.trinket_focus_patterns": "Trinkety Foci Patterns", + "hexgloop.page.trinket_focus_patterns.0": "These patterns are useful for interacting with $(l:hexgloop:items/trinket_focus)Trinkety Foci$(/l). Generally they behave very similarly to the other reading and writing patterns.", + "hexgloop.page.trinket_focus_patterns.read_pendant": "Copy the iota stored in a pendant I'm wearing and add it to the stack", + "hexgloop.page.trinket_focus_patterns.write_pendant": "Remove the top iota from the stack, and save it into the pendant I'm wearing", + "hexgloop.page.trinket_focus_patterns.check_read_pendant": "If the pendant I'm wearing holds an iota I can read, returns True. Otherwise, returns False.", + "hexgloop.page.trinket_focus_patterns.check_write_pendant": "If I could save an iota into the pendant I'm wearing, returns True. Otherwise, returns False.", + + "hexgloop.page.trinket_focus_patterns.read_ring": "Copy the iota stored in a ring I'm wearing and add it to the stack. If I'm wearing multiple rings this will prefer the one on the hand opposite the one I'm casting with.", + "hexgloop.page.trinket_focus_patterns.write_ring": "Remove the top iota from the stack, and save it into the ring I'm wearing. If I'm wearing multiple rings this will prefer the one on the hand opposite the one I'm casting with.", + "hexgloop.page.trinket_focus_patterns.read_left_ring": "Copy the iota stored in a ring I'm wearing and add it to the stack. If I'm wearing multiple rings this will prefer the one on my off hand.", + "hexgloop.page.trinket_focus_patterns.write_left_ring": "Remove the top iota from the stack, and save it into the ring I'm wearing. If I'm wearing multiple rings this will prefer the one on my off hand.", + "hexgloop.page.trinket_focus_patterns.read_right_ring": "Copy the iota stored in a ring I'm wearing and add it to the stack. If I'm wearing multiple rings this will prefer the one on my main hand.", + "hexgloop.page.trinket_focus_patterns.write_right_ring": "Remove the top iota from the stack, and save it into the ring I'm wearing. If I'm wearing multiple rings this will prefer the one on my main hand.", + + "hexgloop.page.trinket_focus_patterns.check_read_ring": "If a ring I'm wearing holds an iota I can read, returns True. Otherwise, returns False.", + "hexgloop.page.trinket_focus_patterns.check_write_ring": "If I could save an iota into a ring I'm wearing, returns True. Otherwise, returns False.", + + "hexgloop.entry.craft_potion": "Craft Casting Potion", + "hexgloop.page.craft_potion.0": "Crafts a $(l:hexgloop:items/casting_potion)Casting Potion$(/l). Costs about 1 shard.", + + + "hexgloop.entry.redstone": "Redstone", + "hexgloop.page.redstone.0": "Gets the redstone signal strength of the block of at the given position", + "hexgloop.page.redstone.1": "Reads the value of the block at the given position as a comparator would", + "hexgloop.page.redstone.2": "Conjures a redstone-like block at the given position and with the given signal strength. The strength is bound between 0 and 15. This costs 1 dust.", + + + "hexgloop.entry.truename_protection": "Truename Protection", + "hexgloop.page.truename_protection.0": "I've known that my truename can give others access to me, but my research suggests that there's a way for them to use it to cast as me as well.$(br2)Although this is worrying, I've found a way to protect myself from its effects, I've documented this on the following pages.", + "hexgloop.page.truename_protection.1": "This spell lets me renew my truename, effectively clearing any stored references to it.", + "hexgloop.page.truename_protection.2": "Recently I've felt worries whenever I write my truename. This spell seems to silence those worries. I can always cast it again if I'd like to be more cautious.", + + "hexgloop.entry.gloop_misc_spells": "Misc Gloop Spells", + "hexgloop.page.dispense": "Dispenses the given item entity as if it were in a dispenser at the first position facing the direction given by the second vector.$(br2)Costs half a dust for most items, 1 charged for arrows, and 3 dust for other projectiles", + "hexgloop.page.stonecut": "Cuts the given item entity as if it were in a stonecutter. If it's given a number it chooses the cut based on that index in the stonecutter, if it's given an item type it tries to cut it into that type.$(br2)Costs an 8th of a dust.", + + "hexgloop.entry.gloopmisc": "Misc Gloop", + "hexgloop.page.gloopmisc.0": "Returns whether or not the entity is in the overworld", + "hexgloop.page.gloopmisc.1": "Returns whether or not the entity is in the nether", + "hexgloop.page.gloopmisc.2": "Returns whether or not the given entity or position is in ambit", + "hexgloop.page.gloopmisc.3": "Asserts that the boolean is true and mishaps if not. The mishap is labeled with whatever pattern, if any, comes before it on the stack", + "hexgloop.page.gloopmisc.4": "Does absolutely nothing.", + "hexgloop.page.gloopmisc.5": "Casts the pattern or patterns on the stack similarly to $(l:hexcasting:patterns/meta#hexcasting:eval)Hermes' Gambit$(/l). If its cast mishaps it will continue on instead of stopping the hex. Returns whether or not the cast mishap", + "hexgloop.page.gloopmisc.6": "Reveals the last mishap. This may behave strangely when cast directly from my staff", + "hexgloop.page.gloopmisc.7": "Returns a string with information on the last mishap.", + + "hexgloop.entry.iotic_blocks": "Iotic Blocks", + "hexgloop.page.iotic_blocks.0": "I've come across a few blocks that hold iotas. These seem to mostly have other ways to access the iota, but it may be convenient to access it directly.", + "hexgloop.page.iotic_blocks.read": "Returns the iota stored by the block at the given position", + "hexgloop.page.iotic_blocks.write": "Stores the given iota in the block at the given position, if possible", + "hexgloop.page.iotic_blocks.can_read": "Returns whether the given block contains a readable iota", + "hexgloop.page.iotic_blocks.can_write": "Returns if I can store the given iota in the block at the given position.", + + "hexgloop.entry.hotbar": "Hotbar Manipulation", + "hexgloop.page.hotbar.0": "Returns the index of the currently selected slot", + "hexgloop.page.hotbar.1": "Selects the slot indexed by the given number", + "hexgloop.page.hotbar.2": "Swaps my held items between my hands", + + "hexgloop.entry.more_staffs": "Gloopy Staffs", + "hexgloop.page.more_staffs.0": "I've drawn out some designs for new staffs. These certainly have a different style about them, but they function just the same", + + "hexgloop.page.inscriber": "Placing slates by hand has become so tedious. I've rigged together this contraption to improve the process. I can write a list of patterns to it and fill it with slates, as I would a bundle, and then using it will place a slate with the next pattern in the list.", + + "hexgloop.entry.misc_blocks": "Misc Blocks", + "hexgloop.page.hexxed_glass": "A block of amethyst dust is basically magic sand right ? Well it smelts like it atleast. Strangely, my raycasts seem to pass right through it.", + "hexgloop.page.charged_amethyst_block": "It's not worth much to my hexes, but it sure is pretty.", + "hexgloop.page.slate_lamp": "Quite similar to a redstone lamp, it'll glow a soft purple when powered, or otherwise energized", + "hexgloop.page.thinking_carpet": "A wonderfully comfy rug, standing on it gives a similar feeling to holding a scrying lens, though much weaker", + "hexgloop.page.enlightenment_gate": "It only grants passage to those with torn minds", + "hexgloop.page.enlightenment_bridge": "It only grants support to those with torn minds", + + "hexgloop.entry.hex_tools": "Hex Tools", + "hexgloop.page.hex_tools.0": "My hexes can largely replace any need for swords and other such tools, but I have to admit they have a certain flair to them.$(br2)These hexxed tools, with their netherite sentience, fill that void quite nicely.", + "hexgloop.page.hex_tools.1": "Each of these tools can be inscribed with a hex, much like a trinket, that casts with $(k:key.use). Additionally, each tool has a casting method based on its function.$(br2)The media that powers these hexes also gives strength to the tool itself, ticking down with each use.", + "hexgloop.page.hex_blade.0": "When I strike with this blade it casts its hex with my target on its stack.$(br2)The media edge also does a bit of damage on its own, about the same as a netherite sword.", + "hexgloop.page.hex_blade.1": "Similar to other casting instrument creation spells. Costs about 4 $(l:items/amethyst)$(item)Charged Amethyst/$", + "hexgloop.page.hex_pickaxe.0": "When I mine a block with this pickaxe it casts its hex with the block's position on its stack.", + "hexgloop.page.hex_pickaxe.1": "Similar to other casting instrument creation spells. Costs about 4 $(l:items/amethyst)$(item)Charged Amethyst/$", + + "hexgloop.page.script.0": "A $(l:items/focus)$(item)Focus/$ is quite nice but it can be a bit overkill for simple hexes. Who has time to go gather glowstone these days?$(br2)A Script can store a list of up to 16 patterns.", + + "hexgloop.page.essence_stone.0": "Although the creatures of this world don't have the ability to cast, their thoughts may still be painted like mine.$(br2)The Essence Stone allows me to extract an entity's essence, using it as a pigment for my own thoughts. To extract the essense I can simply write the entity to the stone.", + + "hexgloop.page.dyebook": "I've been thinking my spellbooks could use a splash of color. Fashioning a cover for them allows me to dye them. The netherite used in the binding makes it fire proof as well.$(br2)Applying the cover doesn't disturb any of the spells written on its pages. I haven't found a good way to remove the cover yet though..", + + "hexgloop.entry.hex_snacks": "Hex Snacks", + "hexgloop.page.hex_snacks.intro": "Hexxing can really work up an appetite, luckily I found some snacks !", + "hexgloop.page.hex_snacks.gummy": "The Thought Gummy makes for a nice little snack on the go. It has a trace amount of media, but probably isn't the best trinket filler.", + "hexgloop.page.hex_snacks.conjure_gummy": "Conjures a thought gummy at the given position. Costs 1 dust.", + "hexgloop.page.hex_snacks.hexxyos": "Part of a mindful breakfast", + + "hexgloop.page.chests.normal": "A slate strengthened chest. It has slightly more storage space than a normal chest.", + "hexgloop.page.chests.gloopy": "A slate and gloop strengthened chest. It has the storage space of two regular chests.$(br2)I wonder if it may have more uses yet to be discovered?", + + "hexgloop.page.sentinel_bed": "A comfy bed for my sentinel, it always seems eager to return to it. Cats seem to find it cozy as well.", + + "hexgloop.entry.reflection": "Reflections", + "hexgloop.page.reflection.0": "These mirrors, made from hexxed glass and synchronous gloop, seem to allow my hexes to act on items in the mirror's reflection as if they were in my other hand. Using a scrying lens shows the reflected item in my hand.", + "hexgloop.page.reflection.1": "This allows me to bind myself to a Mirrored Pedestal so that its held item is reflected into my empty hand.", + "hexgloop.page.reflection.2": "Similar to Bind Mirror but only lasting for the single instant of my cast.", + + + "hexgloop.page.casters_coin.0": "With my truename being so valuable, it'd be nice to have a safer way to barter against it. These coins should do the trick. I can write to it like a focus but it can only be read in once per coin. I've documented a few patterns here that can be used to check who wrote the coin.", + "hexgloop.page.casters_coin.1": "", + "hexgloop.page.casters_coin.2": "Takes a player entity and returns whether or not they wrote the coin in my other hand.", + "hexgloop.page.casters_coin.3": "Takes a player entity from the top of the stack and an item entity and returns whether or not the player wrote the coin in the item entity.", + "hexgloop.page.casters_coin.4": "Returns the name of whoever wrote the coin in my other hand.", + "hexgloop.page.casters_coin.5": "Returns the name of whoever wrote the coin in the given item entity.", + + + "hexgloop.page.gloopifact.0": "Gloop seems to be good at holding and manipulating iotas, so perhaps it'd work well as a part of a casting device.$(br2)The gloopifact is very similar to an artifact, just,, much gloopier. Its netherite bindings appear to make it fire resistant, no more losing my tools to nether mishaps.", + "hexgloop.page.gloopifact.1": "The focus at its core remains accessible for normal use, though my hexes will still prefer any iota source in my other hand. I've documented a set of patterns, very similar to other iota manipulation patterns, that instead target its internal focus.$(br2)I've also found that its ravenmind is much more malleable and documented patterns that allow it to communicate with my staffcasting ravenmind.$(br2)Except for crafting, these patterns only work when cast by a gloopifact", + "hexgloop.page.gloopifact.craft": "", + "hexgloop.page.gloopifact.3": "Costs about 16 $(l:items/amethyst)$(item)Charged Amethyst/$", + "hexgloop.page.gloopifact.4": "Uploads my gloopifact's ravenmind to my staff", + "hexgloop.page.gloopifact.5": "Downloads my staff's ravenmind to my gloopifact", + "hexgloop.page.gloopifact.6": "Reads the iota from the gloopifact's internal focus", + "hexgloop.page.gloopifact.7": "Writes an iota to the gloopifact's internal focus", + "hexgloop.page.gloopifact.8": "Returns whether or not the internal focus can be read", + "hexgloop.page.gloopifact.9": "Returns whether or not the given iota can be written to the internal focus.", + + "hexgloop.page.hand_mirror.0": "A hexxed hand mirror, it will $(l:hexgloop:patterns/spells/reflection)reflect$(/l) any item entity written to it. Using a pedestal to hold my item may be convenient. $(br2)Unlike other reflections, which can only be touched by my hexes, the reflections from the hand mirror have a physicality to them that lets me use them as if they were really in my hand.", + "hexgloop.page.hand_mirror.craft": "", + + "hexgloop.page.pedestal.0": "I always seem to lose track of my dropped items.$(br2)The pedestal can hold a single item stack in place for me. This item stack is locked in place but my hexes can still interact with it as if it were dropped on the ground. It appears to pick up items dropped on it and respond how I would expect to devices such as hoppers.$(br2)I sense these pedestals may have more magic about them..", + "hexgloop.page.pedestal.1": "Solid", + "hexgloop.page.pedestal.2": "The mirrored panels inlayed in the pedestal allow me to bind myself to it and see its $(l:hexgloop:patterns/spells/reflection)reflection$(/l)", + + "hexgloop.page.inventorty.0": "I have found the cutest little kitten ! It seems to quite like sitting in my pockets, playing with items. Perhaps I can teach it to do so in a more helpful manner ?$(br2)I've taught it to cast ! I can give it a list of patterns to cast when pet in my inventory, a similar motion to using a bundle strangely enough. The stack of these casts will start with some additional information, first a boolean for if I'm holding the inventorty and then a number indicating the inventory slot it's in or looking at.", + "hexgloop.page.inventorty.1": "There are a number of patterns that can only be cast from an inventorty, many of them refer to a 'slot' type. This isn't an actual iota type but a shorthand for iotas that refer to a slot the inventorty can access:$(li)Non-negative numbers reference a specific slot in the open screen by their index. Slots in a separate inventory, such as a chest, are marked by their index + the inventory index * 1000.$(li)Item Entities near the caster.$(li)-2 for the inventory cursor slot$(li)-1000*(inventory index + 1) for the first available destination slot in that inventory.", + "hexgloop.page.inventorty.2": "$(o)The great power of Creativity can make the cat quite sleepy.$()", + "hexgloop.page.inventorty.3": "Costs about 4 $(item)Charged Amethyst$()", + "hexgloop.page.inventorty.4": "Transfers up to the given number of items from the first slot to the second slot. It returns the number of items left in the input slot. If the second slot is null it drops the items on the caster and pushes a reference of it to the stack.", + "hexgloop.page.inventorty.5": "Returns how many items are in the given slot.", + "hexgloop.page.inventorty.6": "Returns how many items can fit in the given slot.", + "hexgloop.page.inventorty.7": "Returns the type of the item in the given slot", + "hexgloop.page.inventorty.8": "Returns a list containing the sizes of every inventory the inventorty can see, sorted based on the inventory index.", + "hexgloop.page.inventorty.9": "Returns a list containing the names of every inventory the inventorty can see, sorted based on the inventory index.", + + "hexgloop.page.casting_frog.0": "I've befriended a rather silly little creature I've been calling a Frogi. It likes to hang close to me, and seems to get excited when I jump?$(br2)After giving it instructions to cast, and an appropriate hat for its job, it seems that it'll cast when I go to jump but am already in the air, an attempt to double jump as silly as that sounds.", + "hexgloop.page.casting_frog.craft": "Jump !", + "hexgloop.page.casting_frog.teach": "Costs about 4 $(item)Charged Amethyst$()", + "hexgloop.page.casting_frog.eat": "I've seen frogs in a nature try to eat slimes and magma cubes, perhaps my Frogi would like to do the same ?$(br2)Costs about a shard", + + "hexgloop.entry.mepts": "Mepts", + "hexgloop.page.mepts.0": "I've now met a few friendly creatures of this world who seem to have the ability to cast for me. They all seem to be made from the same material, a sort of infused, lively, wood with amethyst crystalization. I've decided to call them Mepts, maybe there are more out there ?", + "hexgloop.page.mepts.1": "I believe I've worked out how to make a mept log myself.", + + + "hexgloop.entry.loci": "Loci", + "hexgloop.page.loci.intro": "So far I've only constructed spell circles with slates, impeti, and directrices, but some of the blocks I've recently discovered seem to also have interesting uses in circles. I've adopted the term Loci to categorize them. On the following pages I've described the capabilities of some loci that I had previously discovered.", + "hexgloop.page.loci.slate_chest": "When the media wave flows through the chest it grants the circle access to the chest's inventory, as if it were the casters own. Good for large blockwork projects perhaps.", + "hexgloop.page.loci.pedestal": "When the media wave flows through a pedestal that holds an item containing a pattern, such as a scroll, it will add that pattern to the circle to be cast.", + "hexgloop.page.loci.mirror_pedestal": "This behaves similarly to its non-mirrored counterpart, however it will also try to embed any non pattern iotas. This embedding follows the same rules as embedding an iota in a pattern list.", + + "hexgloop.page.accelerator.0": "Circles are by far my slowest means of casting, I believe this block should accelerate them. When the media wave hits an accelerator it boosts its speed by 200% of the original, with the boost fading by 20% each block. A single accelerator's boost will draw 2 amethyst dust from the impetus, though this cost will greatly increase as boosts are stacked. Spacing out the accelerators may help.", + "hexgloop.page.accelerator.1": "Speedy !", + + "hexgloop.page.undulator.0": "While a comparator works just fine for detecting the first time the media wave passes over my slates, I haven't had a way to detect additional passes. The undulator will emit a redstone signal whenever it holds the wave.", + "hexgloop.page.undulator.1": "Mesmerizing", + + "hexgloop.page.syncetrix.0": "This is certainly not a traditional Directrix ! The exiting wave will always exit the face. If there is a valid block connected it will exit there, otherwise the wave will jump to the first syncetrix in front of it, up to 16 blocks away.", + "hexgloop.page.syncetrix.1": "Sink-Eh-Trix", + + "hexgloop.entry.item_flaying": "Item Flaying", + "hexgloop.page.mind_pedestal.0": "I can't exactly target an item for mind flaying, but targeting a pedestal holding an item should work fine.$(br2)While this will work with any pedestal, the Flayer's Pedestal can catch and store a single mind that it will attempt to push into future held items.", + "hexgloop.page.mind_jar.0": "While blocks may reject a being's mind, this jar sure won't! I can reflay with this mind by passing it as an item entity in place of the villager.", + + "hexgloop.page.library_card.0": "I can construct grand libraries of everything I've learned and wrote, but I can't access them across dimensions.$(br2)Using the library card on an Akashic Record will bind the card to the current dimension. As long as the card is in my inventory, any attempt to read from an akashic library will work as if I were in the bound dimension.", + + "hexgloop.page.coping_saw.0": "It's all so much to bear, the thought that my hexes could take more than I can give, I may need a way of coping with what I saw.$(br2)As long as the Coping Saw is in my hotbar, my hexes won't be able to take my health as media.", + + + "hexgloop.entry.addons": "Addons", + "hexgloop.page.addons": "I've heard tales of a number of additional hex disciplines. This link seems like a good reference for a list of all of them, as well as external tools, datapacks, and more", + "hexgloop.page.addons.link": "Addons List" +} \ No newline at end of file diff --git a/projects/1.19/assets/hexgloop/hexgloop/lang/zh_cn.json b/projects/1.19/assets/hexgloop/hexgloop/lang/zh_cn.json new file mode 100644 index 000000000000..7504221d7963 --- /dev/null +++ b/projects/1.19/assets/hexgloop/hexgloop/lang/zh_cn.json @@ -0,0 +1,495 @@ +{ + "itemGroup.hexgloop.general": "咒法凝浆", + "item.hexgloop.gloop": "紫晶凝浆", + "item.hexgloop.multi_focus": "多重核心", + "item.hexgloop.casting_ring": "施法戒指", + "item.hexgloop.focal_ring": "核心戒指", + "item.hexgloop.focal_ring.sealed": "密封核心戒指", + "item.hexgloop.focal_pendant": "核心吊坠", + "item.hexgloop.focal_pendant.sealed": "密封核心吊坠", + "item.hexgloop.casting_potion": "施法药水", + "item.hexgloop.gloop_dye": "凝浆染料", + "item.hexgloop.slate_bowl": "板岩碗", + "item.hexgloop.hexxyos": "咒法麦片", + "item.hexgloop.hex_snack": "思维软糖", + "item.hexgloop.casters_coin": "施法者硬币", + "item.hexgloop.casters_coin.bound": "已绑定的施法者硬币", + "item.hexgloop.casters_coin.bound_caster": "绑定至%s", + "item.hexgloop.heart_pigment": "Sam的凝浆十足染色剂", + "item.hexgloop.gloopifact": "凝浆造物", + "item.hexgloop.synchronous_gloop": "同步凝浆", + "item.hexgloop.hand_mirror": "手镜", + "item.hexgloop.cosmetic_energizer": "意识扳手", + + "item.hexgloop.lovely_staff": "爱心法杖", + "item.hexgloop.quartz_staff": "石英法杖", + "item.hexgloop.carrot_staff": "胡萝卜法杖", + "item.hexgloop.bee_staff": "蜜蜂法杖", + "item.hexgloop.rod_staff": "紫水晶钓竿", + "item.hexgloop.bone_staff": "骨头法杖", + "item.hexgloop.ice_staff": "寒冰法杖", + "item.hexgloop.blaze_staff": "烈焰法杖", + "item.hexgloop.pumpkin_staff": "南瓜……法杖?", + "item.hexgloop.wither_staff": "凋灵法杖", + "item.hexgloop.ghost_staff": "幽灵法杖", + "item.hexgloop.owl_staff": "猫头鹰法杖", + "item.hexgloop.celestial_staff": "天体法杖", + "item.hexgloop.longinus_staff": "朗基努斯之杖", + "item.hexgloop.candy_cane_staff": "拐杖糖法杖", + "item.hexgloop.menorah_staff": "多连灯法杖", + "item.hexgloop.christmas_tree_staff": "圣诞树法杖", + + "item.hexgloop.hexxy_plush": "Hexxy毛绒玩偶", + "item.hexgloop.hex_blade": "咒术之剑", + "item.hexgloop.hex_pickaxe": "咒术镐", + "item.hexgloop.slate_loader": "仪式家雕刻器", + "item.hexgloop.inventorty": "物品栏小猫", + "item.hexgloop.slate_loader.written": "仪式家雕刻器[%s]", + "item.hexgloop.covered_spellbook": "装面法术书", + "item.hexgloop.covered_spellbook.sealed": "密封装面法术书", + "item.hexgloop.hand_mirror.tooltip": "影像[%s]", + "item.hexgloop.hand_mirror.tooltip.not_activated": "上一影像[%s]", + + "item.hexgloop.mept_log": "使偶木材", + "item.hexgloop.casting_frog": "蛙仔", + "item.hexgloop.empty_jar": "空罐子", + "item.hexgloop.mind_jar": "罐中意识", + "item.hexgloop.mind_jar.tooltip": "装有一名%s%s的意识", + "item.hexgloop.mind_jar.tooltip.nojob": "装有一个未经训练的意识", + "item.hexgloop.mind_jar.tooltip.empty": "不知怎的未装有意识?", + + "item.hexgloop.essence_stone": "精华石", + "item.hexgloop.script": "手稿", + "item.hexgloop.coping_saw": "缓释锯", + "item.hexgloop.library_card": "阿卡夏借书卡", + "item.hexgloop.library_card.tooltip_dimension": "绑定至%s", + + "item.hexgloop.copper_pen_fidget": "笔指记", + "item.hexgloop.dreidel_fidget": "四面陀螺指记", + "item.hexgloop.rainbow_amogus_fidget": "彩虹色船员按按乐指记", + + "block.hexgloop.gloop_energizer": "充能器", + "block.hexgloop.pedestal": "支座", + "block.hexgloop.mirror_pedestal": "嵌镜支座", + "block.hexgloop.mind_pedestal": "剥离者支座", + "block.hexgloop.slate_chest": "板岩箱子", + "block.hexgloop.gloopy_slate_chest": "凝浆板岩箱子", + "block.hexgloop.sentinel_bed": "哨卫床", + "block.hexgloop.accelerator": "加速器", + "block.hexgloop.hexxed_glass": "咒术玻璃", + "block.hexgloop.slate_lamp": "板岩灯", + "block.hexgloop.charged_amethyst_block": "充能紫水晶块", + "block.hexgloop.gloop_block": "凝浆块", + "block.hexgloop.syncetrix": "同步石", + "block.hexgloop.wave_locus": "波荡器", + "block.hexgloop.enlightenment_gate": "施法者之门", + "block.hexgloop.enlightenment_bridge": "施法者之桥", + "block.hexgloop.thinking_carpet": "施法者地毯", + "block.hexgloop.conjured_redstone": "构筑的红石", + "block.hexgloop.iotic_dial": "Iota仪表", + + "key.hexgloop.open_iota_wheel": "打开Iota轮", + "key.hexgloop.casting_ring": "使用施法戒指", + "key.hexgloop.scroll_down": "向下滚动法术书", + "key.hexgloop.scroll_up": "向上滚动法术书", + "key.hexgloop.open_hex_book": "打开咒术笔记", + "key.categories.hexgloop": "咒法凝浆", + + "hexgloop.tooltip.multi_focus.page": "所选槽位 %d/%d", + "hexgloop.tooltip.multi_focus.page.sealed": "所选槽位 %d/%d(%s)", + "hexgloop.tooltip.multi_focus.page_with_name": "所选槽位 %d/%d(“%s”)", + "hexgloop.tooltip.multi_focus.page_with_name.sealed": "所选槽位 %d/%d(“%s”)(%s)", + "hexgloop.tooltip.fidget.page": "所选槽位 %d/%d", + "hexgloop.tooltip.fidget.page_with_name": "所选槽位 %d/%d(“%s”)", + + "hexgloop.tooltip.media_worth": "共计%s", + "hexgloop.tooltip.media_worth_each": "%s每物品", + "hexgloop.tooltip.pigment": "染色剂:%s", + + "hexcasting.spell.hexgloop:craft/potion": "合成药水", + "hexcasting.spell.hexgloop:set_label": "达美之策略", + "hexcasting.spell.hexgloop:read_orchard": "果园之精思", + "hexcasting.spell.hexgloop:read_orchard_list": "果园之精思,第二型", + + "hexcasting.spell.hexgloop:read_pendant": "纪念之精思", + "hexcasting.spell.hexgloop:write_pendant": "纪念之策略", + "hexcasting.spell.hexgloop:check_read_pendant": "珍惜之精思", + "hexcasting.spell.hexgloop:check_write_pendant": "怀旧之精思", + + "hexcasting.spell.hexgloop:read_ring": "环戒之精思", + "hexcasting.spell.hexgloop:write_ring": "环戒之策略", + + "hexcasting.spell.hexgloop:read_right_ring": "对手之精思", + "hexcasting.spell.hexgloop:write_right_ring": "对手之策略", + + "hexcasting.spell.hexgloop:read_left_ring": "恋人之精思", + "hexcasting.spell.hexgloop:write_left_ring": "恋人之策略", + + "hexcasting.spell.hexgloop:check_read_ring": "验证师之精思", + "hexcasting.spell.hexgloop:check_write_ring": "珠宝匠之精思", + + "hexcasting.spell.hexgloop:read_comparator": "Etho之纯化", + "hexcasting.spell.hexgloop:read_redstone": "Seth之纯化", + "hexcasting.spell.hexgloop:conjure_redstone": "召唤红石方块", + + "hexcasting.spell.hexgloop:clear_truename": "更新真名", + "hexcasting.spell.hexgloop:truename_agree_eula": "认可真名", + + "hexcasting.spell.hexgloop:in_overworld": "大地之精思", + "hexcasting.spell.hexgloop:in_nether": "永焰之精思", + "hexcasting.spell.hexgloop:opnop_useless": "埃吉娅之策略", + "hexcasting.spell.hexgloop:check_ambit": "金丝雀之纯化", + "hexcasting.spell.hexgloop:catchy_eval": "雅典娜之策略", + "hexcasting.spell.hexgloop:reveal_mishap": "雅典娜之揭示", + "hexcasting.spell.hexgloop:stringify_mishap": "雅典娜之精思", + "hexcasting.spell.hexgloop:assert": "欧拉之纯化", + + "hexcasting.spell.hexgloop:get_hotbar_slot": "帮手之精思", + "hexcasting.spell.hexgloop:set_hotbar_slot": "帮手之策略", + "hexcasting.spell.hexgloop:swap_hotbar_slot": "换手", + + "hexcasting.spell.hexgloop:conjure_tasty_treat": "召唤美味点心", + + "hexcasting.spell.hexgloop:dispense": "发射", + "hexcasting.spell.hexgloop:stonecut": "切石", + + "hexcasting.spell.hexgloop:bind_mirror": "绑定镜子", + "hexcasting.spell.hexgloop:temp_bind_mirror": "暂态绑定镜子", + + "hexcasting.spell.hexgloop:compare_item_bound_caster": "公证人之纯化", + "hexcasting.spell.hexgloop:cooler_compare_item_bound_caster": "公证人之馏化", + "hexcasting.spell.hexgloop:get_item_bound_caster": "商人之精思", + "hexcasting.spell.hexgloop:cooler_get_item_bound_caster": "商人之纯化", + + "hexcasting.spell.hexgloop:gloopimind_upload": "凝浆之思上传", + "hexcasting.spell.hexgloop:gloopimind_download": "凝浆之思下载", + "hexcasting.spell.hexgloop:craft/gloopifact": "制作凝浆造物", + "hexcasting.spell.hexgloop:gloopifact_read": "凝浆施法者之精思", + "hexcasting.spell.hexgloop:gloopifact_write": "凝浆施法者之策略", + "hexcasting.spell.hexgloop:gloopifact_check_read": "凝浆计员之精思", + "hexcasting.spell.hexgloop:gloopifact_check_write": "凝浆价员之馏化", + + "hexcasting.spell.hexgloop:block_read": "仪式家之纯化", + "hexcasting.spell.hexgloop:block_write": "仪式家之策略", + "hexcasting.spell.hexgloop:can_block_read": "勘测员之纯化", + "hexcasting.spell.hexgloop:can_block_write": "勘测员之馏化", + + "hexcasting.spell.hexgloop:craft/inventorty": "教导物品栏小猫", + "hexcasting.spell.hexgloop:torty_transfer": "物品栏小猫传输", + "hexcasting.spell.hexgloop:torty_count": "物品栏小猫之纯化", + "hexcasting.spell.hexgloop:torty_max_count": "物品栏小猫至大之纯化", + "hexcasting.spell.hexgloop:torty_get_type": "好奇心之纯化", + "hexcasting.spell.hexgloop:torty_inv_sizes": "物品栏小猫之精思", + "hexcasting.spell.hexgloop:torty_inv_names": "物品栏小猫之精思,二型", + + "hexcasting.spell.hexgloop:craft/casting_frog": "教导蛙仔", + "hexcasting.spell.hexgloop:frog_eat": "蛙仔就餐", + + + "hexcasting.spell.hexgloop:craft/hex_blade": "锻造咒术之剑", + "hexcasting.spell.hexgloop:craft/hex_pickaxe": "锻造咒术之镐", + + "hexcasting.mishap.bad_item.slot": "%1$s需要在%3$s中有%2$s,而实际为%4$dx %5$s", + "hexcasting.mishap.no_item.slot": "%1$s需要在%3$s中有%2$s,而实际无对应物品", + "hexcasting.mishap.bad_offhand_item.caster_bound": "一个绑定至咒术师的物品", + + "hexgloop.slotname.necklace": "项链槽", + "hexgloop.slotname.offhandring": "戒指槽", + "hexgloop.slotname.mainhandring": "戒指槽", + "hexcasting.mishap.bad_item.labely_item": "一个可标签物品", + "hexcasting.mishap.bad_item.gloopifact": "一个凝浆造物", + "hexcasting.mishap.bad_item.no_stonecutting": "一个可切石物品", + + "hexcasting.mishap.bad_entity.not_frog_food": "一个蛙仔能吃的实体", + + "hexcasting.mishap.bad_block.iota.read": "一个可以读出iota的地方", + "hexcasting.mishap.bad_block.iota.write": "一个可以写入iota的地方", + + "hexcasting.mishap.mirror_limits": "%s没有影像", + + "hexcasting.mishap.wrong_casting_source": "%s本应在%s处施放,而实际施放于%s", + "hexgloop.comment.ignore": "the second param here VVV is a comma separated list of source_type translation keys. if you're working on a translation and this is preventing it from translating well lmk", + "hexcasting.mishap.wrong_casting_sources": "%s本应在%s中一处施放,而实际施放于%s", + "hexcasting.mishap.invalid_value.class.kittygrabbable": "一个物品栏槽位", + + + "hexgloop.mishap.catch_wrapper": "上一事故:%s", + "hexgloop.mishap.catch_wrapper.none": "此次施法还未产生事故", + "hexcasting.mishap.cleared_truename": "%s试图使用%s的真名", + "hexcasting.mishap.assertion": "%s的断言失败了", + "hexcasting.mishap.assertion.labeled": "%s在%s的断言失败了", + "hexgloop.generic_circle_spell": "法术环", + + "hexgloop.source_type.staff": "法杖", + "hexgloop.source_type.circle": "法术环", + "hexgloop.source_type.packaged_hex": "施法物品", + "hexgloop.source_type.wisp": "咒灵", + "hexgloop.source_type.gloopifact": "凝浆造物", + "hexgloop.source_type.inventorty": "物品栏小猫", + "hexgloop.source_type.frog_casting": "蛙仔", + + "hexgloop.container.simple": "简单", + "hexgloop.container.result": "产物", + + "hexgloop.greatbook.saved": "已将%s(%s)写入咒术笔记", + "hexgloop.greatbook.removed": "已从咒术笔记中清除%s", + "hexgloop.greatbook.cleared": "已清除咒术笔记中的卓越法术", + + "hexgloop.tooltip.pattern_shift": "(按住Shift查看图案信息)", + + "block.minecraft.banner.hexgloop.hermes.white": "白色赫尔墨斯", + "block.minecraft.banner.hexgloop.hermes.orange": "橙色赫尔墨斯", + "block.minecraft.banner.hexgloop.hermes.magenta": "品红色赫尔墨斯", + "block.minecraft.banner.hexgloop.hermes.light_blue": "淡蓝色赫尔墨斯", + "block.minecraft.banner.hexgloop.hermes.yellow": "黄色赫尔墨斯", + "block.minecraft.banner.hexgloop.hermes.lime": "黄绿色赫尔墨斯", + "block.minecraft.banner.hexgloop.hermes.pink": "粉红色赫尔墨斯", + "block.minecraft.banner.hexgloop.hermes.gray": "灰色赫尔墨斯", + "block.minecraft.banner.hexgloop.hermes.light_gray": "淡灰色赫尔墨斯", + "block.minecraft.banner.hexgloop.hermes.cyan": "青色赫尔墨斯", + "block.minecraft.banner.hexgloop.hermes.purple": "紫色赫尔墨斯", + "block.minecraft.banner.hexgloop.hermes.blue": "蓝色赫尔墨斯", + "block.minecraft.banner.hexgloop.hermes.brown": "棕色赫尔墨斯", + "block.minecraft.banner.hexgloop.hermes.green": "绿色赫尔墨斯", + "block.minecraft.banner.hexgloop.hermes.red": "红色赫尔墨斯", + "block.minecraft.banner.hexgloop.hermes.black": "黑色赫尔墨斯", + + "hexgloop.truename_eula": "我似乎已将我的真名注入这一物件。光是想到这件物品落入恶人手中会发生什么就令我震悚。回顾我在真名保护法术上留的笔记也许能稍作缓解。", + + "hexgloop.gloopvancement.title": "凝浆十足", + "hexgloop.gloopvancement.desc": "往手上沾满凝浆", + "hexgloop.syncvancement.title": "远距的凝浆操作", + "hexgloop.syncvancement.desc": "将凝浆同步起来", + "hexgloop.sketchy_foods.title": "会运行你的小食", + "hexgloop.sketchy_foods.desc": "吃一个咒术小食,大概是纯素的?", + + "hexgloop.hexdoc.gloopcipe_media_cost": "消耗%d个紫水晶粉", + + "hexgloop.entry.gloopytweaks": "“凝浆”至极的变化", + "hexgloop.page.gloopytweaks.0": "我最近发现世界上出现了某些“凝浆”极了的变化。$(br2)咒术笔记自身似乎……更平易友好了。打开到带有图案的一页并与悬挂的卷轴相碰,它就会将图案复制到卷轴上。甚至还会根据我用哪一只手持书决定复制哪一个图案。", + "hexgloop.page.gloopytweaks.1": "我还发现如果想让法杖更多姿多彩,可以为法杖覆上染料。$(br2)到目前为止最奇怪的变化则是咒术的$(o)感觉$()不同了,甚至有种它们顺着我的骨头振动的感受。也许足够敏感的扫描器能发现其中区别?", + + "hexgloop.entry.gloopytweaks_client": "“凝浆”十足的意识", + "hexgloop.page.gloopy_client.0": "我感觉最近我的意识更敏锐了,也许是和我的咒术步调更一致的缘故。$(br2)例如,可视化图案变得更简单了。我甚至只需听见类似“\\”的东西就能将其完美可视化为$(m)$(0)$()。此外,我还能将鼠标悬停其上以获得更为清晰的视图,还可点击它们以复制。", + "hexgloop.page.gloopy_client.1": "我还发现翻笔记变得更顺畅了。按下$(k:key.hexgloop.open_iota_wheel)就能可视化法术书,并通过$(l)$(k:key.hexgloop.scroll_down)$()和$(l)$(k:key.hexgloop.scroll_up)$()快速翻页。", + "hexgloop.page.gloopy_client.2": "我还注意到最近施法时对照笔记更轻松了,按下$(k:key.hexgloop.open_hex_book)就能让咒术笔记飞到面前,并打开上次翻到的那页。$(br2)最后,在查看某些物品时,我似乎能察觉到更多细节信息,比如媒质物品、染色剂、卷轴之类。", + + "hexgloop.entry.casting_ring": "施法戒指", + "hexgloop.page.casting_ring.0": "我确实很喜欢我的法杖,但偶尔也会想要一种更轻便的施法器具。$(br2)而在佩戴上施法戒指后,我就能通过按$(l)$(k:key.hexgloop.casting_ring)$()直接打开咒术网格而不需法杖辅助。同时因为没有法杖,咒术网格的间距增大了,不过也能算值得。", + "hexgloop.page.casting_ring.1": "我注意到我的咒术倾向于使用在我副手中的物品,也许在我双手都空出时这种倾向会有作用?", + + "hexgloop.entry.casting_potion": "施法药水", + "hexgloop.page.casting_potion.0": "我发现以$(l:items/amethyst#dust)紫水晶粉$(/l)(或任意$(l:items/pigments)染色剂$(/l))和浓稠的药水为材料可酿造出一种能向咒术中引导媒质的药水。$(br2)可用$(l:hexgloop:patterns/spells/craft_potion)合成药水$(/l)法术合成这种药水。", + + "hexgloop.entry.fidgets": "指记", + "hexgloop.page.fidgets.0": "我偶然发现了些极为有意思的装置!$(br2)我称这些装置为“指记”,它们能将我的思维以可被咒术探察的形态引导入咒术。我可和法术书一样与它交互,只是没有存储 iota 的功能。访问这些思维的方式参见$(l:hexgloop:patterns/minds_orchard)意识果园$(/l)部分。", + "hexgloop.page.fidgets.pen": "一种只能在两种状态间切换的简单装置。不过切换时发出的咔哒声还算好听。", + "hexgloop.page.fidgets.amogus": "起初我觉得这物品很可疑,不过如今我已经把我的担心全部踢出去了。这个奇异的装置会发出最令人开心的啪啪声,且能以六种状态引导我的思维。", + "hexgloop.page.fidgets.dreidel": "我用黏土造出了这个小玩意!它有四个面,能在四种状态间切换。", + + "hexgloop.entry.trinket_focus": "饰品型核心", + "hexgloop.page.trinket_focus.0": "我有了一种配饰的强烈欲望。这些饰品和普通的核心功能一致,区别在于我能佩戴它们并能使用$(l:hexgloop:patterns/trinket_focus_patterns)饰品型核心图案$(/l)。$(br2)$(o)[凝浆开发者笔记:Fabric 需安装 Trinkets,Forge 需安装 Curios 才能佩戴这些物品。不过没有安装时也可将其用作核心。]$()", + "hexgloop.page.trinket_focus.pendant": "一种时尚的吊坠,适用于希望保存在心里的 iota。", + "hexgloop.page.trinket_focus.ring": "由下界最强韧的金属铸成的戒指。专为最重要的 iota 设计。", + + "hexgloop.entry.gloop": "凝浆!", + "hexgloop.page.gloop.0": "这真是“凝浆”极了!计算表明在适合条件下,黏液和媒质会形成一种反应性和适应性极高的材料。$(br2)反应的启动需要给反应物充能和某些机制的帮助。我在下页记录了我对这种装置的设计草稿。", + "hexgloop.page.gloop.1": "从这种凝浆本身的适应性看来,应当还存在几种其他形态仍待发现……", + "hexgloop.page.gloop.2": "我最近发现了一种新形态的凝浆,称作“同步凝浆”,它似乎能间隔极远的距离发生反应。", + "hexgloop.page.gloop.energizer": "这个机器应当足够强力,能将媒质引导入周围的水中而进一步导入反应物中。可用漏斗一类的装置送入媒质。$(br2)只需要再有触发反应的方式就可以了……也许可以请求自然给予灵光一“闪”?", + + "hexgloop.entry.multi_focus": "多重核心", + "hexgloop.page.multi_focus.0": "我能感受到紫晶凝浆对我意识的拉扯,也许我能拉扯回来?$(br2)由紫晶凝浆制成的多重核心能在单个物品中存有多个 iota,并可通过$(l)$(k:key.hexgloop.open_iota_wheel)$()快速取用,比较像一本小型法术书。更多组织整理的技巧参见有关$(l:hexgloop:patterns/labels)标签$(/l)的笔记。", + "hexgloop.page.multi_focus.1": "$(o)我仿佛能听见它那和猫一样的呼噜声了。$()", + + "hexgloop.entry.gloop_dye": "凝浆染料", + "hexgloop.page.gloop_dye.0": "自己混合染料相当累人,能有种更精确的控制方式更是再好不过。$(br2)这个凝浆染料能为皮革盔甲或法杖等物品染上任意颜色。对其使用$(l:patterns/readwrite#hexcasting:write)书吏之策略$(/l)写入各分量在 0 到 255 之间的向量即可用相应 RGB 颜色染色。$(br2)使用染料需要消耗媒质,但我能像缀品一样为其重新充能。", + "hexgloop.page.gloop_dye.1": "$(o)五彩缤纷!$()", + + "hexgloop.entry.labels": "标签", + "hexgloop.page.labels.0": "尽管现有的系统能让我迅速翻过笔记书页,有个标记书页的方式也不错。$(br2)这种系统可以使用 iota 标记书页。所有可用的标签类型见后页。", + "hexgloop.page.labels.1": "$(li)数/字符串$(li)图案$(li)物品(物品实体或咒法拓展相关 iota 均可)$(li)实体$(li)Null(用于清除)", + "hexgloop.page.labels.2": "根据所给 iota 为我副手中可标签物品所选槽位分配标签。", + + "hexgloop.entry.minds_orchard": "意识果园", + "hexgloop.page.minds_orchard.0": "我发现如果我能在意识中存下一个足够具体的想法,就可用如下图案将其摘入咒术中。类似$(l:hexgloop:items/fidgets)指记$(/l)的事物应该有助于引导思维。$(br2)我意识果园中存储的值必然是包含至少一个数的列表。不过我还没找到在其中存储多个数的方法。", + "hexgloop.page.minds_orchard.1": "从我的意识果园中摘出一个代表我思维索引的数。", + "hexgloop.page.minds_orchard.2": "从我的意识果园中摘出包含思维索引的列表。", + + "hexgloop.entry.trinket_focus_patterns": "饰品型核心图案", + "hexgloop.page.trinket_focus_patterns.0": "这些图案有助于与$(l:hexgloop:items/trinket_focus)饰品型核心$(/l)交互。通常状况下它们和其他读写图案功能类似。", + "hexgloop.page.trinket_focus_patterns.read_pendant": "复制我所佩戴的吊坠中的 iota,并将其压入栈顶。", + "hexgloop.page.trinket_focus_patterns.write_pendant": "移除栈顶 iota,并将其写入我所佩戴的吊坠。", + "hexgloop.page.trinket_focus_patterns.check_read_pendant": "如果我所佩戴的吊坠中存有可被读取的 iota,返回 True。否则返回 False。", + "hexgloop.page.trinket_focus_patterns.check_write_pendant": "如果能将 iota 写入我所佩戴的吊坠,返回 True。否则返回 False。", + + "hexgloop.page.trinket_focus_patterns.read_ring": "复制我所佩戴的戒指中的 iota,并将其压入栈顶。如果同时佩戴多枚戒指,则优先选择除施法用手外另一只手上的。", + "hexgloop.page.trinket_focus_patterns.write_ring": "移除栈顶 iota,并将其写入我所佩戴的戒指。如果同时佩戴多枚戒指,则优先选择除施法用手外另一只手上的。", + "hexgloop.page.trinket_focus_patterns.read_left_ring": "复制我所佩戴的戒指中的 iota,并将其压入栈顶。如果同时佩戴多枚戒指,则优先选择副手上的。", + "hexgloop.page.trinket_focus_patterns.write_left_ring": "移除栈顶 iota,并将其写入我所佩戴的戒指。如果同时佩戴多枚戒指,则优先选择副手上的。", + "hexgloop.page.trinket_focus_patterns.read_right_ring": "复制我所佩戴的戒指中的 iota,并将其压入栈顶。如果同时佩戴多枚戒指,则优先选择主手上的。", + "hexgloop.page.trinket_focus_patterns.write_right_ring": "移除栈顶 iota,并将其写入我所佩戴的戒指。如果同时佩戴多枚戒指,则优先选择主手上的。", + + "hexgloop.page.trinket_focus_patterns.check_read_ring": "如果我所佩戴的戒指中存有可被读取的 iota,返回 True。否则返回 False。", + "hexgloop.page.trinket_focus_patterns.check_write_ring": "如果能将 iota 写入我所佩戴的戒指,返回 True。否则返回 False。", + + "hexgloop.entry.craft_potion": "合成施法药水", + "hexgloop.page.craft_potion.0": "合成一瓶$(l:hexgloop:items/casting_potion)施法药水$(/l)。消耗大约 1 个紫水晶碎片。", + + + "hexgloop.entry.redstone": "红石", + "hexgloop.page.redstone.0": "返回所给位置处方块红石信号的强度。", + "hexgloop.page.redstone.1": "返回比较器从所给位置处方块读出的信号强度。", + "hexgloop.page.redstone.2": "在所给位置处以所给信号强度召唤类似红石的方块。信号强度需在 0 到 15 之间。消耗 1 个紫水晶粉。", + + + "hexgloop.entry.truename_protection": "真名保护", + "hexgloop.page.truename_protection.0": "我已知道我的真名能给予他人找到我的能力,但我的研究表明,还有方式通过我的真名以我的身份施法。$(br2)这相当令人不安,但我已经找到了抵御这种效果的方法,详细内容记述于后页。", + "hexgloop.page.truename_protection.1": "此法术能更新我的真名,并清除掉所有存储设备中对我真名的引用。", + "hexgloop.page.truename_protection.2": "最近我在写下我的真名时总是惴惴不安。此法术似乎能将这种不安一扫而空。要是想回到原本小心谨慎的状态,可以再次施放此法术。", + + "hexgloop.entry.gloop_misc_spells": "凝浆杂项法术", + "hexgloop.page.dispense": "将所给物品实体发射出去,如同从位于第一位置向量、朝向第二方向向量的发射器发射一样。$(br2)大多数物品消耗 1/2 个紫水晶粉,箭消耗 1 个充能紫水晶,其他弹射物消耗 3 个紫水晶粉。", + "hexgloop.page.stonecut": "如同在切石机中一样切凿所给物品实体。若再传入一个数,则会按照切石机中相应索引的配方切石;若再传入一个物品类型,则会尝试切凿为该类型的物品。$(br2)消耗 1/8 个紫水晶粉。", + + "hexgloop.entry.gloopmisc": "凝浆杂项", + "hexgloop.page.gloopmisc.0": "检测实体是否身处主世界。", + "hexgloop.page.gloopmisc.1": "检测实体是否身处下界。", + "hexgloop.page.gloopmisc.2": "检测所给实体或位置向量是否在我影响范围内。", + "hexgloop.page.gloopmisc.3": "断言所给布尔值为 True,否则产生事故。事故可用图案标记,若有对应标签则将其压入栈顶。", + "hexgloop.page.gloopmisc.4": "什么都不会做。", + "hexgloop.page.gloopmisc.5": "以类似$(l:hexcasting:patterns/meta#hexcasting:eval)赫尔墨斯之策略$(/l)的方式运行栈中图案。产生事故时不会停止,而是会继续施放。返回此次施法是否造成事故。", + "hexgloop.page.gloopmisc.6": "揭示上一事故。用法杖直接施放时可能会表现得很奇怪。", + "hexgloop.page.gloopmisc.7": "返回记述上一事故的字符串。", + + "hexgloop.entry.iotic_blocks": "存有 Iota 的方块", + "hexgloop.page.iotic_blocks.0": "我曾遇见过若干能存有 iota 的方块。可以通过已有方式访问其中的 iota,但还是直接操作来得方便。", + "hexgloop.page.iotic_blocks.read": "返回所给位置处方块存储的 iota。", + "hexgloop.page.iotic_blocks.write": "如果可行,将所给 iota 存入所给位置处的方块。", + "hexgloop.page.iotic_blocks.can_read": "检验所给方块中是否存有可读取的 iota。", + "hexgloop.page.iotic_blocks.can_write": "检验能否将所给 iota 存入所给位置处的方块。", + + "hexgloop.entry.hotbar": "快捷栏操纵", + "hexgloop.page.hotbar.0": "返回当前选中槽位的索引。", + "hexgloop.page.hotbar.1": "选中以所给数为索引的槽位。", + "hexgloop.page.hotbar.2": "交换左右手手持的物品。", + + "hexgloop.entry.more_staffs": "凝浆法杖", + "hexgloop.page.more_staffs.0": "我绘制了一些新法杖的设计图。这些法杖形态各异,但功能完全一致。", + + "hexgloop.page.inscriber": "手动铺设石板很费工夫。因此我捆出了这件工具以减少麻烦。可以向其写入图案列表并放入石板(就和放入收纳袋一样),此时使用此物品就会放置一块石板,并附上列表中的下一个图案。", + + "hexgloop.entry.misc_blocks": "杂项方块", + "hexgloop.page.hexxed_glass": "紫水晶粉块可以说是带有魔法的沙子。至少烧炼它就和烧炼沙子一样。奇怪的是,我的射线追踪会穿过这种方块。", + "hexgloop.page.charged_amethyst_block": "对施放咒术没什么作用,但确实很漂亮。", + "hexgloop.page.slate_lamp": "和红石灯很相似,提供红石信号或通过其他方式充能时会发出柔和的紫色光芒。", + "hexgloop.page.thinking_carpet": "极为舒服的地毯,站在上面施法时有种持有探知透镜的感觉,但这种感觉相对较弱。", + "hexgloop.page.enlightenment_gate": "只会允许意识撕裂的人通过。", + "hexgloop.page.enlightenment_bridge": "只会承载意识撕裂的人。", + + "hexgloop.entry.hex_tools": "咒术工具", + "hexgloop.page.hex_tools.0": "咒术大体上能替代剑和其他工具,但我必须承认工具本身带有某种天分。$(br2)这些工具具有的咒术,再加上下界合金的感知力,便能兼顾两种优点。", + "hexgloop.page.hex_tools.1": "和缀品类似,每件工具都能存有一个咒术,按下$(k:key.use)即可施放。此外,每种工具都有与本来功能对应的独特施法方式。$(br2)用于支持咒术的媒质也会赋予工具自身以力量,且每次使用时都会消耗。", + "hexgloop.page.hex_blade.0": "用此剑击中目标时,其会以目标实体为初始栈施放咒术。$(br2)媒质构成的锋刃本身也能造成少量伤害,大约与下界合金剑相同。", + "hexgloop.page.hex_blade.1": "与其他制造施法物品的法术类似。消耗大约 4 个$(l:items/amethyst)$(item)充能紫水晶/$。", + "hexgloop.page.hex_pickaxe.0": "用此镐挖掘方块时,其会以该方块位置向量为初始栈施放咒术。", + "hexgloop.page.hex_pickaxe.1": "与其他制造施法物品的法术类似。消耗大约 4 个$(l:items/amethyst)$(item)充能紫水晶/$。", + + "hexgloop.page.script.0": "$(l:items/focus)$(item)核心/$功能强大,但论及简单咒术则有种大材小用的感觉。现在谁还愿意去采集荧石呢?$(br2)手稿能存有一个最多含有 16 个图案的列表。", + + "hexgloop.page.essence_stone.0": "尽管这个世界中的生物没有施法的能力,但它们的意识和我一样能被染色。$(br2)我能用精华石提取实体的本质,并用作自身思维的染色剂。将实体写入精华石就能提取出其本质。", + + "hexgloop.page.dyebook": "我一直都想给我的法术书加上一点色彩。给它们装上书皮就可以为其染色了。用于装订的下界合金则能使其防火。$(br2)装面的过程不会影响到书页中记载的法术。我倒是还没找到去掉这层书皮的好方法……", + + "hexgloop.entry.hex_snacks": "咒术小食", + "hexgloop.page.hex_snacks.intro": "研究咒法学的劳累总是能勾起我的食欲,好在我找到了些点心和小食!", + "hexgloop.page.hex_snacks.gummy": "思维软糖是一种不错的小食,适合忙中闲暇食用。它带有极少量的媒质,或许不算是什么优秀的缀品补剂。", + "hexgloop.page.hex_snacks.conjure_gummy": "在所给位置召唤一块思维软糖。消耗 1 个紫水晶粉。", + "hexgloop.page.hex_snacks.hexxyos": "满溢着意识的早餐的一部分。", + + "hexgloop.page.chests.normal": "用石板加固的箱子。存储空间比普通箱子略大。", + "hexgloop.page.chests.gloopy": "用石板和凝浆加固的箱子。存储空间是普通箱子的两倍。$(br2)不知道是否还有其他用途静待发现?", + + "hexgloop.page.sentinel_bed": "适合我哨卫的舒适床铺;哨卫似乎总是会想回到床上。貌似猫也觉得这张床很舒服。", + + "hexgloop.entry.reflection": "影像", + "hexgloop.page.reflection.0": "这种镜子由咒术玻璃和同步凝浆制成,似乎能让我的咒术直接作用于镜中映射的物品,就如同它们在我的另一只手中。可以用探知透镜查看映射了什么物品。", + "hexgloop.page.reflection.1": "此法术能将我自己绑定至嵌镜支座,该支座上的物品会被映射至我的空手中。", + "hexgloop.page.reflection.2": "与绑定镜子类似,但效果只会在咒术中持续一瞬。", + + + "hexgloop.page.casters_coin.0": "我的真名非常珍贵,最好找一种足够安全的方法交换它们。这种硬币应该就是合适的交换物。我能像写入核心一样写入这种硬币,但每枚硬币只能读取一次。我在此记录了若干检测谁写入了硬币的图案。", + "hexgloop.page.casters_coin.1": "", + "hexgloop.page.casters_coin.2": "接受玩家实体,并返回他们是否曾向我另一只手中的硬币写入。", + "hexgloop.page.casters_coin.3": "接受栈顶玩家实体和物品实体,并返回所给玩家是否曾向所给物品实体中的硬币写入。", + "hexgloop.page.casters_coin.4": "返回曾向我另一只手中硬币写入的玩家的名称。", + "hexgloop.page.casters_coin.5": "返回曾向所给物品实体中硬币写入的玩家的名称。", + + + "hexgloop.page.gloopifact.0": "凝浆貌似很擅长存储和操纵 iota,也许它在施法工具中也能高效运作。$(br2)凝浆造物与造物十分相似,只是凝浆造物更为……凝浆。下界合金固定件似乎令其防火,这样就再也不会因下界中的事故而损失工具了。", + "hexgloop.page.gloopifact.1": "中央的核心仍可正常访问,不过我的咒术依旧更倾向于使用另一只手中的 iota 源。我为此记录了一系列图案,这些图案与其他 iota 操作图案极为类似,但它们会优先使用内部核心。$(br2)我还发现其渡鸦之思相较之下极具可塑性。因此我记录了沟通它与法杖施法时的渡鸦之思的图案。$(br2)除去制作用图案外,其余图案只在使用凝浆造物施法时有效。", + "hexgloop.page.gloopifact.craft": "", + "hexgloop.page.gloopifact.3": "消耗大约 16 个$(l:items/amethyst)$(item)充能紫水晶/$。", + "hexgloop.page.gloopifact.4": "将凝浆造物的渡鸦之思上传至法杖。", + "hexgloop.page.gloopifact.5": "将法杖的渡鸦之思下载至凝浆造物。", + "hexgloop.page.gloopifact.6": "读取凝浆造物内部核心中的 iota。", + "hexgloop.page.gloopifact.7": "向凝浆造物内部核心写入 iota。", + "hexgloop.page.gloopifact.8": "检验内部核心是否可读取。", + "hexgloop.page.gloopifact.9": "检验所给 iota 是否可写入内部核心。", + + "hexgloop.page.hand_mirror.0": "被施以咒术的手镜,它会$(l:hexgloop:patterns/spells/reflection)映射$(/l)出任何写入的物品实体。用支座放置物品应该比较方便。$(br2)与其他只能由咒术触及的影像不同,手镜的影像具有某种物质性,我能像物品就在我手中一样使用它们。", + "hexgloop.page.hand_mirror.craft": "", + + "hexgloop.page.pedestal.0": "我似乎总是会找不到我丢在地上的物品。$(br2)支座能够装有单个物品组。该物品组会被固定在原位,但我的咒术仍会将其视为地上的物品。它似乎会拾取掉落在其上的物品,对漏斗等设备的响应也贴合我的预想。$(br2)我感觉这些支座中可能蕴含着更多魔法。", + "hexgloop.page.pedestal.1": "坚实", + "hexgloop.page.pedestal.2": "支座中嵌入的小片镜子允许我与其绑定,从而查看其$(l:hexgloop:patterns/spells/reflection)影像$(/l)。", + + "hexgloop.page.inventorty.0": "我找到了我见过最可爱的猫猫!它似乎喜欢待在我的口袋里和物品玩耍。也许我能教它怎么玩耍更能帮到他人?$(br2)我成功教会它施法了!给予它一个图案列表再轻抚它即可。这种操作和使用收纳袋相似得出奇。它们开始施法时的栈带有一些额外信息,首先是代表我是否拿起物品栏小猫的布尔值,然后是代表它所处或所看物品栏槽位的数。", + "hexgloop.page.inventorty.1": "有部分图案只能由物品栏小猫绘制,这些图案大多都需要“槽位”('slot')参数。“槽位”并不指代某种实际的 iota 类型,而是可被物品栏小猫视作槽位的任意 iota:$(li)代表 GUI 中各槽位索引的非负数。箱子等容器中的槽位则由槽位索引 + 容器索引 * 1000 表示。$(li)施法者周围的物品实体。$(li)-2 代表施法时鼠标所选物品的槽位。$(li)-1000 * (物品栏与容器索引 + 1) 代表对应物品栏或容器中首个可用的目标槽位。", + "hexgloop.page.inventorty.2": "$(o)创造力令猫萌生倦意。$()", + "hexgloop.page.inventorty.3": "消耗大约 4 个$(item)充能紫水晶$()。", + "hexgloop.page.inventorty.4": "将最多所给数个物品从第一个槽位传输到第二个槽位。会返回输入槽中剩余物品的数量。若第二个槽位为 Null,则物品会掉落在施法者周围,并压入代表所得物品实体的 iota。", + "hexgloop.page.inventorty.5": "返回所给槽位中物品的数量。", + "hexgloop.page.inventorty.6": "返回所给槽位最多能装下多少物品。", + "hexgloop.page.inventorty.7": "返回所给槽位中物品的类型。", + "hexgloop.page.inventorty.8": "返回一个列表,其中包含物品栏小猫能看见的所有物品栏与容器的大小,并根据物品栏与容器索引排序。", + "hexgloop.page.inventorty.9": "返回一个列表,其中包含物品栏小猫能看见的所有物品栏与容器的名称,并根据物品栏与容器索引排序。", + + "hexgloop.page.casting_frog.0": "我与一只有点蠢蠢的小生物做了朋友,我叫它“蛙仔”。它喜欢和我一起行动,而且好像会在我跳跃的时候表现得很兴奋?$(br2)给它有关施法的指示,再为其戴上适合工作的帽子之后,它就会在我身处空中并尝试跳跃时施法。换句可能有点蠢的说法,就是尝试“二段跳”的时候。", + "hexgloop.page.casting_frog.craft": "跳跃!", + "hexgloop.page.casting_frog.teach": "消耗大约 4 个$(item)充能紫水晶$()。", + "hexgloop.page.casting_frog.eat": "我曾见过自然界的青蛙吃下史莱姆和岩浆怪,也许我的蛙仔也能吃?$(br2)消耗大约 1 个紫水晶碎片。", + + "hexgloop.entry.mepts": "使偶", + "hexgloop.page.mepts.0": "我近来遇见了这个世界上许多友善的小生物,它们能为我施法。它们似乎都是由同种材料构成的,某种融有能量的、有活力的、带有紫水晶结晶的木材。我决定叫它们“使偶”,也许还有更多种静待发现?", + "hexgloop.page.mepts.1": "我认为我已经找到了自行制作使偶木材的方法。", + + + "hexgloop.entry.loci": "环核", + "hexgloop.page.loci.intro": "截至目前,我只在法术环中使用过石板、促动石,以及导向石,但我最近发现的某些方块似乎在法术环中有独特的用处。我取了“环核”这个名称作为总括。后面几页主要用于介绍目前已发现的环核的功能。", + "hexgloop.page.loci.slate_chest": "媒质流流过此类箱子时,法术环即可访问箱子的内容物,就像是访问施法者本人的物品一样。也许很适合巨型的方块工程计划。", + "hexgloop.page.loci.pedestal": "媒质流流过支座,且支座上物品存有图案(比如卷轴)时,法术环会将该图案加入环中用于施法。", + "hexgloop.page.loci.mirror_pedestal": "这种支座和没有嵌镜的支座功能类似,但它同时会尝试向环嵌入非图案 iota。这种嵌入遵循的规则和往图案列表中嵌入 iota 相同。", + + "hexgloop.page.accelerator.0": "到目前为止,法术环是所有施法方式中最慢的,这种方块应当能加快它们的速度。媒质流离开加速器时,其速度会加上抵达时速度的 200%%。而每经过一格速度加成会减少 20%%。单台加速器的运作需从促动石处抽取 2 个紫水晶粉,不过多次加速会使得消耗量迅速增长。在加速器之间留出区间应该能解决这种麻烦。", + "hexgloop.page.accelerator.1": "极速!", + + "hexgloop.page.undulator.0": "要检测媒质波首次通过石板时,用比较器就可以了;但它无法检测媒质波的多次通过。波荡器会在媒质波通过其时发出红石信号。", + "hexgloop.page.undulator.1": "心醉神迷", + + "hexgloop.page.syncetrix.0": "这肯定不是普通的导向石!媒质波会从带有脸的一侧流出。如果它与有效方块相邻,则会流出到该方块;否则媒质波会跳跃到其前方的第一个同步石处,最远能跳跃 16 格。", + "hexgloop.page.syncetrix.1": "特-红-同,波-坞-步,同步", + + "hexgloop.entry.item_flaying": "物品剥离", + "hexgloop.page.mind_pedestal.0": "技术上来讲,剥离意识无法以物品为目标,但把目标设为放有物品的支座应该可以。$(br2)虽然所有种类的支座都有此功能,剥离者支座则能捕获并存储单个仪式,并会尝试将其送入后续放上的物品。", + "hexgloop.page.mind_jar.0": "方块可能会排斥生物的意识,这种罐子绝对不会!将其作为物品实体替代法术中村民的位置,就可剥离出其中的意识。", + + "hexgloop.page.library_card.0": "我能用我所学所写构建包揽万物的宏伟图书馆,但我无法跨越维度获取其中的知识。$(br2)对阿卡夏记录使用借书卡就可将其与当前维度绑定。只要物品栏中有借书卡,从阿卡夏图书馆中读取的操作都与在对应维度中读取无异。", + + "hexgloop.page.coping_saw.0": "我咒术的需求远超我所能提供的,这种想法如同烙印在我脑中久久不消散。我可能需要某种缓解措施释放压力。$(br2)只要缓释锯位于快捷栏中,咒术就无法将生命值用作媒质。", + + + "hexgloop.entry.addons": "附属", + "hexgloop.page.addons": "我曾听过许多有关其他咒法学派的故事。这个链接应当连接着所有这些故事的辑录。外部工具,数据包等也在其列。", + "hexgloop.page.addons.link": "附属列表" +} \ No newline at end of file diff --git a/projects/1.19/assets/hexkinetics/hexkinetics/lang/en_us.json b/projects/1.19/assets/hexkinetics/hexkinetics/lang/en_us.json new file mode 100644 index 000000000000..5cea1be5742b --- /dev/null +++ b/projects/1.19/assets/hexkinetics/hexkinetics/lang/en_us.json @@ -0,0 +1,89 @@ +{ + "hexcasting.spell.hexkinetics:direction/const": "Alidade's Purification II", + "hexcasting.spell.hexkinetics:is_gravity/const": "Inertia Purification", + "hexcasting.spell.hexkinetics:visibility/const": "Visibility Distillation", + "hexcasting.spell.hexkinetics:get_vehicle/const": "Vehicle Purification", + "hexcasting.spell.hexkinetics:get_rider/const": "Jockey Purification", + "hexcasting.spell.hexkinetics:get_shooter/const": "Shooter Purification", + "hexcasting.spell.hexkinetics:hadamard/const": "Hadamard's Distillation", + "hexcasting.spell.hexkinetics:round/const": "Imprecision Purification", + "hexcasting.spell.hexkinetics:reflection/const": "Optician's Distillation", + "hexcasting.spell.hexkinetics:get_vec/const": "Sphere Distillation", + "hexcasting.spell.hexkinetics:get_vec_from/const": "Span Distillation", + "hexcasting.spell.hexkinetics:rotate/spell": "Rotate", + "hexcasting.spell.hexkinetics:rotate_two/spell": "Rotate II", + "hexcasting.spell.hexkinetics:rotate_block/spell": "Rotate: Block", + "hexcasting.spell.hexkinetics:swap/spell": "Momentum Swap", + "hexcasting.spell.hexkinetics:pixel/raycast": "Sniper's Distillation", + "hexcasting.spell.hexkinetics:lesser_teleport/spell": "Lesser Teleport", + "hexcasting.spell.hexkinetics:projectile/spell": "Place Projectile", + "hexcasting.spell.hexkinetics:extract_flight/spell": "Steal Flight", + "hexcasting.spell.hexkinetics:zero_g/spell": "Twokai's Ideal Condition", + "hexcasting.spell.hexkinetics:fast/spell": "Propulsion", + "hexcasting.spell.hexkinetics:move_block/spell": "Greater Translocation", + "hexcasting.spell.hexkinetics:stop/spell": "Chronos' Gambit", + + "hexcasting.spell.book.hexkinetics:direction/const": "Alidade's Purification II", + "hexcasting.spell.book.hexkinetics:is_gravity/const": "Inertia Purification", + "hexcasting.spell.book.hexkinetics:visibility/const": "Visibility Distillation", + "hexcasting.spell.book.hexkinetics:get_vehicle/const": "Vehicle Purification", + "hexcasting.spell.book.hexkinetics:get_rider/const": "Jockey Purification", + "hexcasting.spell.book.hexkinetics:get_shooter/const": "Shooter Purification", + "hexcasting.spell.book.hexkinetics:hadamard/const": "Hadamard's Distillation", + "hexcasting.spell.book.hexkinetics:round/const": "Imprecision Purification", + "hexcasting.spell.book.hexkinetics:reflection/const": "Optician's Distillation", + "hexcasting.spell.book.hexkinetics:get_vec/const": "Sphere Distillation", + "hexcasting.spell.book.hexkinetics:get_vec_from/const": "Span Distillation", + "hexcasting.spell.book.hexkinetics:rotate/spell": "Rotate", + "hexcasting.spell.book.hexkinetics:rotate_two/spell": "Rotate II", + "hexcasting.spell.book.hexkinetics:rotate_block/spell": "Rotate: Block", + "hexcasting.spell.book.hexkinetics:swap/spell": "Momentum Swap", + "hexcasting.spell.book.hexkinetics:pixel/raycast": "Sniper's Distillation", + "hexcasting.spell.book.hexkinetics:lesser_teleport/spell": "Lesser Teleport", + "hexcasting.spell.book.hexkinetics:projectile/spell": "Place Projectile", + "hexcasting.spell.book.hexkinetics:extract_flight/spell": "Steal Flight", + "hexcasting.spell.book.hexkinetics:zero_g/spell": "Twokai's Ideal Condition", + "hexcasting.spell.book.hexkinetics:fast/spell": "Propulsion", + "hexcasting.spell.book.hexkinetics:move_block/spell": "Greater Translocation", + "hexcasting.spell.book.hexkinetics:stop/spell": "Chronos' Gambit", + + "hexkinetics.entry.hexkinetics_mathematics": "HexKinetics Mathematics", + "hexkinetics.page.hexkinetics_mathematics.reflection/const": "This operation retrieves two vectors from the stack and calculates a vector reflection of the first vector based on the second vector, which acts as a normal and defines the reflection plane.", + "hexkinetics.page.hexkinetics_mathematics.hadamard/const": "Elements corresponding to the same columns of given vectors are multiplied together to form a new vector.", + "hexkinetics.page.hexkinetics_mathematics.round/const": "Number or elements in given vector are rounded to the nearest whole.", + "hexkinetics.page.hexkinetics_mathematics.get_vec/const": "Take a position and maximum distance on the stack, and combine them into a list of all block positions that are needed to create an hollow sphere of that range.", + "hexkinetics.page.hexkinetics_mathematics.get_vec_from/const": "Combine two positions in a list and create a list that includes those points as well as all block positions located between them.", + + "hexkinetics.entry.hexkinetics_patterns": "HexKinetics Patterns", + "hexkinetics.page.hexkinetics_patterns.direction/const": "Alidade's Purification but it returns the direction player is looking in form of full, round vectors, as (0,1,0).", + "hexkinetics.page.hexkinetics_patterns.pixel/raycast": "Architect's Distillation but it returns the precise hit position. Very versatile, it can be used on various entities and materials with the exception of air.", + "hexkinetics.page.hexkinetics_patterns.is_gravity/const": "Determines whether the entity is currently in a state of inertia or if it is subject to the force of gravity. If the entity is found to be in a state of inertia, purification returns true.", + "hexkinetics.page.hexkinetics_patterns.visibility/const": "Returns whether a vector is currently within vision of an entity.", + "hexkinetics.page.hexkinetics_patterns.get_vehicle/const": "Pops the entity off the stack and pushes a reference to the vehicle it is currently occupying. Returns Null if the entity is not riding any vehicle.", + "hexkinetics.page.hexkinetics_patterns.get_rider/const": "Pops the entity (vehicle) off the stack and pushes a reference to the entity that is currently occupying it. If vehicle has more than one passenger it returns the first one.", + "hexkinetics.page.hexkinetics_patterns.get_shooter/const": "It pops an object off the stack and pushes out the reference to the entity that fired it. Returns Null if the entity isn't a projectile. Only works if shooter is in your ambit.", + + "hexkinetics.entry.hexkinetics_spells": "HexKinetics Spells", + "hexkinetics.page.hexkinetics_spells.lesser_teleport/spell": "Takes entity and number or vector off the stack, then teleports the entity to its vector but with all fractions changed to given number, or fractions of every component changed to number in responding component in given vector.", + "hexkinetics.page.hexkinetics_spells.lesser_teleport/spell.page_two": "For example if given 5 and entity is on [35.11, 9.56, -10] it teleports it to [35.05, 9.05, -10.05]. It doesn't take numbers from 100 and up. Costs 1/5 of an amethyst dust.", + "hexkinetics.page.hexkinetics_spells.extract_flight/spell": "When used on a bird (chicken/parrot) or a phantom, it kills them while enabling you to harness their flight, thus putting you into a gliding state. Costs 2 amethyst shards.", + "hexkinetics.page.hexkinetics_spells.swap/spell": "Swaps the motion of two entities. Costs 1 amethyst dust.", + "hexkinetics.page.hexkinetics_spells.projectile/spell": "Remove a location from the stack, then pick a projectile item and place it at the given location. The following items are currently compatible: normal, tipped, and spectral arrows, snowballs, eggs, tridents, ender pearls, eyes of ender, and fire charges. Costs 1 amethyst shard.", + + "hexkinetics.entry.rotate_spells": "Rotation Spells", + "hexkinetics.page.rotate_spells.rotate/spell": "Takes an entity and a vector as inputs and performs a rotation of the entity, to the direction indicated by the vector. It costs 1/8 of amethyst dust or if cast on another player it will cost one amethyst shard.", + "hexkinetics.page.rotate_spells.rotate_two/spell": "Accepts an entity and a vector, rotates the entity motion direction in direction of a vector. If rotated to [0, 0, 0] it will completly stop its velocity. Costs 3/4 amethyst dust.", + "hexkinetics.page.rotate_spells.rotate_block/spell": "Accepts a vector and a direction vector, rotates block at a given vector. Although it may appear to function similar to explosions, high explosion-resistant blocks are not affected. Costs 1/8 of amethyst dust.", + + "hexkinetics.entry.great_kinetics": "Kinetics", + "hexkinetics.page.great_kinetics.zero_g/spell": "Makes an entity not affected by gravity or friction for certain amount of time.", + "hexkinetics.page.great_kinetics.zero_g/spell.page_two": "Which when combined with Impulse can make player go in a certain direction with given speed of a vector for given amount of time. Although it can be difficult to move on your own in this state of inertia. Costs units of Amethyst Dust equal to amount of time given times two. Unless time is 1 or less then it will cost only time.", + "hexkinetics.page.great_kinetics.stop/spell": "Stops given entity from ticking and doing any action for one tick. Costs 1/10 of amethyst dust.", + "hexkinetics.page.great_kinetics.fast/spell": "This spell utilizes a vector to impulse a target entity, applying a continuous force over a duration determined by a given number.", + "hexkinetics.page.great_kinetics.fast/spell.page_two": "The force is exerted in intervals of 5 ticks (1/4 of a second). The duration is limited to a range of 0 to 200 units of time (50 seconds). Costs length of the vector squared times time or if length of this vector is less then one it will cost one * time.", + + "hexkinetics.entry.greatertranslocation": "Greater Translocation", + "hexkinetics.page.greatertranslocation.move_block/spell": "This spell lets me teleport almost any block nearly anywhere in the entire world! There does seem to be a limit, but it is much greater than the normal radius of influence I am used to.", + "hexkinetics.page.greatertranslocation.move_block/spell.page_two": "The block will be teleported by the given vector, which is an offset from its given position. If block will be translocated to a harder block, the original block will be completely removed. If moved to a softer block, the destination block is destroyed, similary to using Break Block on it. In the case of blocks with equal hardness, the translocated block remains in place. Nature seems to struggle to find a solution in such instances, rendering the translocation ineffective, yet it still consumes amount of media needed for normal translocation.", + "hexkinetics.page.greatertranslocation.move_block/spell.page_three": "For distances up to 1 block, the charge is only one amethyst shard. If distance is greater than 1 block but not exceeding 100 blocks, the cost increases to 5 charged amethyst. When the distance falls within the range of 100 to 10,000 blocks, the cost becomes 10 charged amethyst. For distances larger than 10,000 blocks, the price rises to every additional block from 10,000 as amethyst shard plus 10 charged amethyst." +} diff --git a/projects/1.19/assets/hexkinetics/hexkinetics/lang/zh_cn.json b/projects/1.19/assets/hexkinetics/hexkinetics/lang/zh_cn.json new file mode 100644 index 000000000000..fa24a22f5515 --- /dev/null +++ b/projects/1.19/assets/hexkinetics/hexkinetics/lang/zh_cn.json @@ -0,0 +1,89 @@ +{ + "hexcasting.spell.hexkinetics:direction/const": "照准仪之纯化,第二型", + "hexcasting.spell.hexkinetics:is_gravity/const": "惯性之纯化", + "hexcasting.spell.hexkinetics:visibility/const": "可视性之馏化", + "hexcasting.spell.hexkinetics:get_vehicle/const": "载具之纯化", + "hexcasting.spell.hexkinetics:get_rider/const": "骑士之纯化", + "hexcasting.spell.hexkinetics:get_shooter/const": "射手之纯化", + "hexcasting.spell.hexkinetics:hadamard/const": "阿达玛之馏化", + "hexcasting.spell.hexkinetics:round/const": "误差之纯化", + "hexcasting.spell.hexkinetics:reflection/const": "配镜师之馏化", + "hexcasting.spell.hexkinetics:get_vec/const": "球面之馏化", + "hexcasting.spell.hexkinetics:get_vec_from/const": "跨限之馏化", + "hexcasting.spell.hexkinetics:rotate/spell": "转向", + "hexcasting.spell.hexkinetics:rotate_two/spell": "转向,第二型", + "hexcasting.spell.hexkinetics:rotate_block/spell": "转向:方块", + "hexcasting.spell.hexkinetics:swap/spell": "动量交换", + "hexcasting.spell.hexkinetics:pixel/raycast": "狙击手之馏化", + "hexcasting.spell.hexkinetics:lesser_teleport/spell": "微距传送", + "hexcasting.spell.hexkinetics:projectile/spell": "放置弹射物", + "hexcasting.spell.hexkinetics:extract_flight/spell": "飞行偷取", + "hexcasting.spell.hexkinetics:zero_g/spell": "痛快者之理想条件", + "hexcasting.spell.hexkinetics:fast/spell": "推进", + "hexcasting.spell.hexkinetics:move_block/spell": "卓越移位", + "hexcasting.spell.hexkinetics:stop/spell": "克罗诺斯之策略", + + "hexcasting.spell.book.hexkinetics:direction/const": "照准仪之纯化,第二型", + "hexcasting.spell.book.hexkinetics:is_gravity/const": "惯性之纯化", + "hexcasting.spell.book.hexkinetics:visibility/const": "可视性之馏化", + "hexcasting.spell.book.hexkinetics:get_vehicle/const": "载具之纯化", + "hexcasting.spell.book.hexkinetics:get_rider/const": "骑士之纯化", + "hexcasting.spell.book.hexkinetics:get_shooter/const": "射手之纯化", + "hexcasting.spell.book.hexkinetics:hadamard/const": "阿达玛之馏化", + "hexcasting.spell.book.hexkinetics:round/const": "误差之纯化", + "hexcasting.spell.book.hexkinetics:reflection/const": "配镜师之馏化", + "hexcasting.spell.book.hexkinetics:get_vec/const": "球面之馏化", + "hexcasting.spell.book.hexkinetics:get_vec_from/const": "跨限之馏化", + "hexcasting.spell.book.hexkinetics:rotate/spell": "转向", + "hexcasting.spell.book.hexkinetics:rotate_two/spell": "转向,第二型", + "hexcasting.spell.book.hexkinetics:rotate_block/spell": "转向:方块", + "hexcasting.spell.book.hexkinetics:swap/spell": "动量交换", + "hexcasting.spell.book.hexkinetics:pixel/raycast": "狙击手之馏化", + "hexcasting.spell.book.hexkinetics:lesser_teleport/spell": "微距传送", + "hexcasting.spell.book.hexkinetics:projectile/spell": "放置弹射物", + "hexcasting.spell.book.hexkinetics:extract_flight/spell": "飞行偷取", + "hexcasting.spell.book.hexkinetics:zero_g/spell": "痛快者之理想条件", + "hexcasting.spell.book.hexkinetics:fast/spell": "推进", + "hexcasting.spell.book.hexkinetics:move_block/spell": "卓越移位", + "hexcasting.spell.book.hexkinetics:stop/spell": "克罗诺斯之策略", + + "hexkinetics.entry.hexkinetics_mathematics": "咒法动力学:数学", + "hexkinetics.page.hexkinetics_mathematics.reflection/const": "移除栈顶两个向量,将第一个向量关于以第二个向量为法向量的平面对称,并返回对称向量。", + "hexkinetics.page.hexkinetics_mathematics.hadamard/const": "将所给向量中位置相同的分量相乘并返回。", + "hexkinetics.page.hexkinetics_mathematics.round/const": "将数或向量的所有分量舍入至最近整数。", + "hexkinetics.page.hexkinetics_mathematics.get_vec/const": "从栈顶获取位置和最大距离,并返回距该位置给定距离(即形成空心球面)的所有方块的位置向量组成的列表。", + "hexkinetics.page.hexkinetics_mathematics.get_vec_from/const": "接受组为列表的两个位置向量,并返回这两点和两点确定的长方体内所有方块位置向量组成的列表。", + + "hexkinetics.entry.hexkinetics_patterns": "咒法动力学:图案", + "hexkinetics.page.hexkinetics_patterns.direction/const": "接受一个实体。执行照准仪之纯化,但会以轴向单位向量或其和向量形式返回其视线向量,如 (0,1,0)。", + "hexkinetics.page.hexkinetics_patterns.pixel/raycast": "与建筑师之馏化类似,但会返回射线追踪的精确落点位置向量。用途颇多,对除空气外的各种实体和方块都有效。", + "hexkinetics.page.hexkinetics_patterns.is_gravity/const": "检验实体受重力影响与否,若不受则返回 True。", + "hexkinetics.page.hexkinetics_patterns.visibility/const": "检验所给位置向量是否在所给实体视线之内。", + "hexkinetics.page.hexkinetics_patterns.get_vehicle/const": "移除栈顶实体,并返回代表其所处载具的 iota。若该实体并未骑乘载具则返回 Null。", + "hexkinetics.page.hexkinetics_patterns.get_rider/const": "移除栈顶载具实体,并返回正骑乘其的实体。若该载具上有多个实体,则仅返回第一个。", + "hexkinetics.page.hexkinetics_patterns.get_shooter/const": "移除栈顶实体,并返回发射其的实体。若所给实体不是弹射物则返回 Null。仅在发射者处于我影响范围内时生效。", + + "hexkinetics.entry.hexkinetics_spells": "咒法动力学:法术", + "hexkinetics.page.hexkinetics_spells.lesser_teleport/spell": "移除栈顶实体和数或实体和向量,并将实体传送至各分量整数部分与当前位置向量相同,各分量小数部分为百分之所给数或百分之所给向量对应分量处。", + "hexkinetics.page.hexkinetics_spells.lesser_teleport/spell.page_two": "例如传入 5 且实体位于 [35.11, 9.56, -10],则会将其传送至 [35.05, 9.05, -10.05]。不接受大于等于 100 的数。消耗 1/5 个紫水晶粉。", + "hexkinetics.page.hexkinetics_spells.extract_flight/spell": "当对鸟类(鸡、鹦鹉等)或幻翼使用时,会将其杀死并偷取它们的飞行能力,我也会变为滑翔姿态。消耗 2 个紫水晶碎片。", + "hexkinetics.page.hexkinetics_spells.swap/spell": "交换两个实体的运动状态。消耗 1 个紫水晶粉。", + "hexkinetics.page.hexkinetics_spells.projectile/spell": "移除栈顶位置向量,选择一个弹射物物品并弹射至所给位置。目前支持如下物品:箭、药箭、光灵箭、雪球、蛋、三叉戟、末影珍珠、末影之眼、火焰弹。消耗 1 个紫水晶碎片。", + + "hexkinetics.entry.rotate_spells": "转向法术", + "hexkinetics.page.rotate_spells.rotate/spell": "移除栈顶实体和向量,并将实体旋转至面向所给向量。消耗 1/8 个紫水晶粉。若对另一玩家施放则消耗 1 个紫水晶碎片。", + "hexkinetics.page.rotate_spells.rotate_two/spell": "移除栈顶实体和向量,并将实体的运动方向旋转至面向所给向量。若旋转至 [0, 0, 0] 则会使实体的速度归零。消耗 3/4 个紫水晶粉。", + "hexkinetics.page.rotate_spells.rotate_block/spell": "移除栈顶位置向量和方向向量,并旋转所给位置处的方块。尽管表现上和爆炸类似,但对爆炸抗性较高的方块没有效果。消耗 1/8 个紫水晶粉。", + + "hexkinetics.entry.great_kinetics": "动力学", + "hexkinetics.page.great_kinetics.zero_g/spell": "使得实体在一定时间内不受重力和摩擦力的影响。", + "hexkinetics.page.great_kinetics.zero_g/spell.page_two": "若与驱动结合使用,我就能在一定时间内以给定速度向给定方向移动。不过在这种惯性状态下,自行移动就变得很困难了。消耗 2 乘时间个紫水晶粉。若时间小于等于 1,则不再将时间乘 2。", + "hexkinetics.page.great_kinetics.stop/spell": "停止所给实体在下一刻的刻处理等各种行为。消耗 1/10 个紫水晶粉。", + "hexkinetics.page.great_kinetics.fast/spell": "使用所给向量驱动实体,在一定时间(由所给数决定)内对其连续施力。消耗向量模长平方与时间的积个紫水晶粉。", + "hexkinetics.page.great_kinetics.fast/spell.page_two": "力的施加时间以 5 刻(1/4 秒)为单位,施力时间则需在 0 到 200(50 秒)个单位之间。消耗向量模长平方与时间的积个紫水晶粉。若向量模长小于 1 则消耗 1 与时间的积个紫水晶粉。", + + "hexkinetics.entry.greatertranslocation": "卓越移位", + "hexkinetics.page.greatertranslocation.move_block/spell": "此法术能把几乎任何方块传送到世界上几乎任何一处!当然它也有极限,但可比我熟悉的施法距离要远得多。", + "hexkinetics.page.greatertranslocation.move_block/spell.page_two": "方块会按所给向量偏移出其原有位置。当移位至硬度更高的方块时,原有方块会被完全移除;而当移位至硬度较低的方块时,目标处方块会被摧毁,就和对其使用破坏方块差不多。而假如两者硬度相等,则被移位的方块不会被移动。自然似乎难以在这种情况下完成操作,移位也会失效,但依然会消耗同等操作所需的媒质。", + "hexkinetics.page.greatertranslocation.move_block/spell.page_three": "若移位距离小于等于 1 格,消耗 1 个紫水晶碎片;若大于 1 格且小于 100 格,消耗 5 个充能紫水晶;若不小于 100 格且不大于 10,000 格,消耗 10 个充能紫水晶;若大于 10,000 格,则在 10 个充能紫水晶之上每超过 10,000 格一格额外消耗 1 个紫水晶碎片。" +} diff --git a/projects/1.19/assets/modrinth-hex-research/hexresearch/lang/en_us.json b/projects/1.19/assets/modrinth-hex-research/hexresearch/lang/en_us.json new file mode 100644 index 000000000000..cd7c3455e074 --- /dev/null +++ b/projects/1.19/assets/modrinth-hex-research/hexresearch/lang/en_us.json @@ -0,0 +1,58 @@ +{ + "itemGroup.hexresearch.hex_research": "Hex Research", + + "block.hexresearch.cognitive_inducer": "Cognitive Inducer", + + "effect.hexresearch.mind_fatigue": "Mind Fatigue", + + "text.hexresearch.thought_sieve.villager": "a villager", + "text.hexresearch.villager_actions.villager": "a villager", + "text.hexresearch.imbue_mind.cognitive_inducer": "an artificial mind", + + "text.hexresearch.cognitive_inducer.empty": "Empty", + "text.hexresearch.cognitive_inducer.profession": "Profession: %s", + "text.hexresearch.cognitive_inducer.biome": "Biome: %s", + "text.hexresearch.cognitive_inducer.rank": "Rank: %s", + + "hexresearch.mishap.bad_mind_imbue": "a filled artificial mind", + "hexresearch.mishap.not_per_world_pattern": "Expected a scroll containing a great spell", + "hexresearch.mishap.not_scroll": "Expected a written scroll", + + "hexresearch.entry.items.cognitive_inducer": "Cognitive Inducer", + "hexresearch.page.items.cognitive_inducer.1": "I have devised a construction capable of precipitating a rudimentary mind by induction from nearby villagers. It's not capable of true sapience, but I believe it will suffice for purposes such as bookkeeping or media manipulation.", + "hexresearch.page.items.cognitive_inducer.2": "Constructed of slate, amethyst, and a diamond to serve as an anchor point for the mind.", + "hexresearch.page.items.cognitive_inducer.3": "The operation of the Cognitive Inducer is simple enough. Set it down near a villager, feed it media with a hopper or similar, and wait. A $(l:hexcasting:items/lens)Scrying Lens/$ should help me monitor progress. Over time the inducer will take impressions of nearby villagers and over enough of these, will form a usable 'mind' of its own. I have noticed that after some time of continuous induction, a villager will stop contributing. I have not yet found a way to utilize this mind, but with more research I'm sure I will find a solution.", + "hexresearch.page.items.cognitive_inducer.4": "I've done it!$(br2)I have invented? discovered? a $(l:hexresearch:patterns/great_spells/imbue_mind)great spell/$ that can transfer the mind from the inducer into a suitable construction in the same manner as $(l:hexcasting:greatwork/brainsweeping)Flay Mind/$.$(br2)Now I may cultivate minds for my own use and put them to work...$(br2)Should this bother me?", + + "hexcasting.spell.hexresearch:thought_sieve": "Thought Sieve", + "hexcasting.spell.hexresearch:imbue_mind": "Imbue Mind", + "hexcasting.spell.hexresearch:villager_rank": "Professional Purification", + "hexcasting.spell.hexresearch:villager_popularity": "Suggestibility Purification", + + "hexresearch.entry.greatwork.on_thought_sifting": "On Thought Sifting", + "hexresearch.page.greatwork.on_thought_sifting.1": "I thought I was asking Nature for the spells. I thought I was asking an entity for answers! I immersed their mind in the great tangle. Filtering thoughts through synapse through idea through...$(br2)It is a wonder that they survived at all. As I felt the filtered media I swear I got a glimpse memory thought idea colour...$(br)Stop. Here. Now. Breathe.", + "hexresearch.page.greatwork.on_thought_sifting.2": "Were they more?", + + "hexresearch.entry.villager_actions": "Villagers", + "hexcasting.spell.book.hexresearch:villager_rank": "Professional Prfn.", + "hexcasting.spell.book.hexresearch:villager_popularity": "Suggestibility Prfn.", + "hexresearch.page.villager_actions.intro.1": "These pages describe actions that glean information about villagers.", + "hexresearch.page.villager_actions.villager_rank": "Accepts a Villager $(l:casting/101)entity/$ and returns their profession rank.", + "hexresearch.page.villager_actions.villager_popularity": "Accepts a Villager $(l:casting/101)entity/$ and returns a number indicating how much the caster may influence them (the caster's popularity).", + + "hexresearch.entry.thought_sieve": "Thought Sieve", + "hexcasting.spell.book.hexresearch:thought_sieve": "Thought Sieve", + "hexresearch.page.thought_sieve.intro.1": "These great spells elude me so. There must be a better way to discover these than diving into old ruins to find what those before knew. If they discovered these, then so can I. To that end, I have found a way to ask Nature directly for these answers, but the answer comes as a torrent of what I can only perceive as garbage. Maybe I could filter the result somehow?", + "hexresearch.page.thought_sieve.intro.2": "Villagers may have just enough mind to them. I wonder if I could use them as a filter or \"sieve\" to reduce the the torrent to something comprehensible. The villager should have have mastery of their profession so as to have the proper discipline. They would also need to be suggestible, so as to accept the flow of media. Gaining popularity with them should accomplish this. I fear for them if they resist the process. Filtering that much information through their mind could \"snag\".", + "hexresearch.page.thought_sieve.spell.1": "Requests the proper way to invoke a great spell and filters the response through the mind of the villager. The scroll must hold a pattern that looks like a $(l:patterns/great_spells)great spell/$ but the stroke order is irrelevant.", + "hexresearch.page.thought_sieve.spell.2": "If the spell is successful, it will rewrite the scroll to match the great spell. The greater the villager's $(l:hexresearch:patterns/villager_actions#hexresearch:villager_rank)mastery/$ over their profession, the more likely it is that their mind is up to the task. However, if the villager is not $(l:hexresearch:patterns/villager_actions#hexresearch:villager_popularity)suggestible/$ enough, they may lose part of themselves. In extreme cases, they may lose their life entirely... Am I really going to do this?", + "hexresearch.page.thought_sieve.spell.3": "Thought sifting is mentally fatiguing for the villager. I must be careful to avoid using the same villager too often, or I may cause them additional harm. It doesn't take long for them to recover, however. Half a minute should be enough.", + + "hexresearch.entry.imbue_mind": "Imbue Mind", + "hexcasting.spell.book.hexresearch:imbue_mind": "Imbue Mind", + "hexresearch.page.spells.imbue_mind.1": "There's something here but I can't quite understand what it does...", + "hexresearch.page.spells.imbue_mind.2": "I've grasped the meaning! This spell takes the location of a Cognitive Inducer and a target construction, then imbues the mind into the construction. The minds and constructions are exactly the same as for $(l:hexcasting:greatwork/brainsweeping)Flay Mind/$.", + + "hexresearch.misc.overlay.infinite": "§kInfinite§r", + "hexresearch.misc.overlay.mind": "%s %s" +} diff --git a/projects/1.19/assets/modrinth-hex-research/hexresearch/lang/zh_cn.json b/projects/1.19/assets/modrinth-hex-research/hexresearch/lang/zh_cn.json new file mode 100644 index 000000000000..5fee168c8ee0 --- /dev/null +++ b/projects/1.19/assets/modrinth-hex-research/hexresearch/lang/zh_cn.json @@ -0,0 +1,58 @@ +{ + "itemGroup.hexresearch.hex_research": "咒法研究", + + "block.hexresearch.cognitive_inducer": "认知感应器", + + "effect.hexresearch.mind_fatigue": "意识疲劳", + + "text.hexresearch.thought_sieve.villager": "一个村民", + "text.hexresearch.villager_actions.villager": "一个村民", + "text.hexresearch.imbue_mind.cognitive_inducer": "一个人工意识", + + "text.hexresearch.cognitive_inducer.empty": "空", + "text.hexresearch.cognitive_inducer.profession": "职业:%s", + "text.hexresearch.cognitive_inducer.biome": "生物群系:%s", + "text.hexresearch.cognitive_inducer.rank": "等级:%s", + + "hexresearch.mishap.bad_mind_imbue": "一个已填满的人工意识", + "hexresearch.mishap.not_per_world_pattern": "本应提供一张写有卓越法术的卷轴", + "hexresearch.mishap.not_scroll": "本应提供一张已写卷轴", + + "hexresearch.entry.items.cognitive_inducer": "认知感应器", + "hexresearch.page.items.cognitive_inducer.1": "我设计了能够利用周围村民引导构成初级意识的装置。构成的意识不具备真正的智慧,但我相信它足够用于管理图书或是操纵媒质。", + "hexresearch.page.items.cognitive_inducer.2": "由石板、紫水晶,以及一枚用作意识锚点的钻石制成。", + "hexresearch.page.items.cognitive_inducer.3": "认知感应器的操作方式相当简单。将其放在村民附近,通过漏斗等方式送入媒质,再静待完工。$(l:hexcasting:items/lens)探知透镜/$应当能用来查看进度。感应器会随时间收集附近村民的印象,足量的印象就能产生可用的“意识”。我注意到长时间感应同一村民后,其便不会再供应印象。我还没有找到使用这种意识的方式,但我确信随着研究的深入终究能找到。", + "hexresearch.page.items.cognitive_inducer.4": "我成功了!$(br2)我发明?发现?了一个$(l:hexresearch:patterns/great_spells/imbue_mind)卓越法术/$,它能把感应器中的意识放入合适的目标,类似$(l:hexcasting:greatwork/brainsweeping)剥离意识/$。$(br2)我现在能培育意识并令其劳作了……$(br2)我该为这种行为产生负面情绪吗?", + + "hexcasting.spell.hexresearch:thought_sieve": "思维筛滤", + "hexcasting.spell.hexresearch:imbue_mind": "灌注意识", + "hexcasting.spell.hexresearch:villager_rank": "职业之纯化", + "hexcasting.spell.hexresearch:villager_popularity": "暗示度之纯化", + + "hexresearch.entry.greatwork.on_thought_sifting": "关于思维的过滤", + "hexresearch.page.greatwork.on_thought_sifting.1": "我一直以为我是在向自然寻求法术。我一直以为我是在向某种实体寻求答案!我把他们的意识浸入那宏大的媒质回环。过滤思维通过突触通过想法通过……$(br2)他们能存活下来已是奇迹。我感受到那些过滤后的媒质时我绝对获得了一瞬的记忆思维想法颜色……$(br)马上。停下。吸气。呼气。", + "hexresearch.page.greatwork.on_thought_sifting.2": "还有更多吗?", + + "hexresearch.entry.villager_actions": "村民", + "hexcasting.spell.book.hexresearch:villager_rank": "职业之纯化", + "hexcasting.spell.book.hexresearch:villager_popularity": "暗示度之纯化", + "hexresearch.page.villager_actions.intro.1": "这几页主要介绍能获取村民信息的操作。", + "hexresearch.page.villager_actions.villager_rank": "接受一个村民$(l:casting/101)实体/$,并返回其职业等级。", + "hexresearch.page.villager_actions.villager_popularity": "接受一个村民$(l:casting/101)实体/$,并返回代表施法者对其影响能力的数(施法者的声望)。", + + "hexresearch.entry.thought_sieve": "思维筛滤", + "hexcasting.spell.book.hexresearch:thought_sieve": "思维筛滤", + "hexresearch.page.thought_sieve.intro.1": "那些卓越法术总是躲着我。和深入遗迹寻找前人经验比起来,肯定有更好的方法找到这些法术。前人发现的我自然也能发现。为此,我找到了直接向自然寻求这些答案的方法,但得到的回答如洪流扑面,我只能将其理解为垃圾。也许我能从中过滤出结果?", + "hexresearch.page.thought_sieve.intro.2": "村民们就拥有足够的意识。不知道我能否把他们用作滤网或者“筛子”,以此减弱洪流,而得到能理解的知识?村民对他们的职业足够熟练,由此可以学习相应的知识。他们还需要对我的想法有相当的接受度,以便接纳媒质流。提高我在他们之中的声望应该足以做到这些。但我担心他们抗拒这一过程。用他们的意识过滤这么多信息可能会导致“撕裂”。", + "hexresearch.page.thought_sieve.spell.1": "请求使用卓越法术的正确方式,并用村民的意识过滤回应。卷轴中必须写有一个和$(l:patterns/great_spells)卓越法术/$相似的图案,笔顺不重要。", + "hexresearch.page.thought_sieve.spell.2": "如果法术施放成功,其会改写卷轴至与卓越法术相符。村民对其职业的$(l:hexresearch:patterns/villager_actions#hexresearch:villager_rank)熟练度/$越高,他们的意识就越有可能担得起这种任务。然而,要是村民$(l:hexresearch:patterns/villager_actions#hexresearch:villager_popularity)对我的接受度/$不够,他们就可能失去一部分自我。极端情况下,甚至会完全丧失生命……我真的要这么做吗?", + "hexresearch.page.thought_sieve.spell.3": "对村民来说,思维筛滤非常容易导致意识疲劳。我必须避免频繁使用同一村民,否则可能造成额外伤害。不过,他们的恢复时间不会很长,半分钟应当足够。", + + "hexresearch.entry.imbue_mind": "灌注意识", + "hexcasting.spell.book.hexresearch:imbue_mind": "灌注意识", + "hexresearch.page.spells.imbue_mind.1": "我没法完全理解这里写着的东西能做什么……", + "hexresearch.page.spells.imbue_mind.2": "我理解了!此法术接受认知感应器的位置以及一个目标,并将感应器中意识灌注入所给目标。此处的意识和目标需求与$(l:hexcasting:greatwork/brainsweeping)剥离意识/$完全一致。", + + "hexresearch.misc.overlay.infinite": "§k无限§r", + "hexresearch.misc.overlay.mind": "%s%s" +} diff --git a/projects/1.19/assets/modrinth-hex-ways/hexways/lang/en_us.json b/projects/1.19/assets/modrinth-hex-ways/hexways/lang/en_us.json new file mode 100644 index 000000000000..0d00ab551d8d --- /dev/null +++ b/projects/1.19/assets/modrinth-hex-ways/hexways/lang/en_us.json @@ -0,0 +1,31 @@ +{ + "item.hexways.portal_staff": "Portal Staff", + "hexcasting.spell.hexways:twowayportal": "Summon 2 Way Portal", + "hexcasting.spell.hexways:onewayportal": "Summon 1 Way Portal", + "hexcasting.spell.hexways:removeportal": "Remove Portal", + "hexcasting.spell.hexways:rotateportal": "Rotate Portal", + "hexcasting.spell.hexways:moveportalinput": "Move Portal", + "hexcasting.spell.hexways:summonscry": "Summon Scry", + "hexcasting.spell.hexways:getoutputinfo": "Get Output Info", + "hexcasting.spell.hexways:resizeportal": "Resize Portal", + "hexcasting.spell.hexways:setportalsides": "Set Sides Portal", + "hexcasting.spell.hexways:rotatesideofportal": "Rotate Output :weedHexxy:", + + "portalhexaddon.entry.hexways": "Hex Ways", + "portalhexaddon.page.hexways.onewayportal": "Accepts the arguments of 2-way portal, but constructs a portal restricted to unilateral traversal. The specialized use case brings a steeper cost of 32 charged amethyst.", + "portalhexaddon.page.hexways.twowayportal": "Accepts a vector for the portal's input, one for output, a third for rotation, and a number for its initial radius. Costs 16 charged amethyst per unit of size.", + "portalhexaddon.page.hexways.summonscry": "Works as a 1-way portal, but does not provide travel. Not as useful as a full-fledged portal, but is frugal in the cost of knowledge and amethyst. Costs about 4 shards per unit of size.", + "portalhexaddon.page.hexways.moveportalinput": "Takes a portal entity and a location vector, and relocates its input to that location. Since portals are not one single entity, but a pair, the 'input' refers to the side passed to the spell. Costs 2 dust.", + "portalhexaddon.page.hexways.removeportal": "Alas, if a portal provides the visage of too much for my eyes to handle, this spell may cut the string, banishing a portal pair. Costs no _media.", + "portalhexaddon.page.hexways.portalambit": "Astoundingly, these portals... the range of my _Hexes may flow through them, albeit diminished. It seems my influence stretches outside to the other end of a portal, at half the remaining distance from me. As such, I may find the equation \"(32 - my location)/2\" to suffice for the added reach.", + "portalhexaddon.page.hexways.setportalsides": "As, well, $(italic)familiar/$, I am with hexagons, sadly they don't fit every situation. But with this spell, I may alter the count of a portal's sides and roll, free of cost.", + "portalhexaddon.page.hexways.resizeportal": "Passing a portal, height, and width, I may change the size of the portal, reverting it to a hexagonal shape, curiously. Costs shards equal to the average of the height and width.", + "portalhexaddon.page.hexways.getoutputinfo": "This nifty pattern returns a portal's output portal, or its output location as a vector if there is no output portal. This could be useful combined with Portal Ambit. Costs no _media.", + "portalhexaddon.page.hexways.getoutputinfocont": "After confusion, I concluded that this pattern works the best with Move Portal, due to getting the output portal, if it is a 2-way portal. Another use for this pattern may be for raycasts, since the casts don't pass through portals, but with this, I can emulate the raycast.", + "portalhexaddon.page.hexways.rotateportal": "Ah, fickle rotation vectors. To my luck, I may use this spell to change the rotation of a given portal. Notably, it rotates its output as well, and at no cost.", + "portalhexaddon.page.hexways.portalambittitle": "Portal Ambit", + "portalhexaddon.page.hexways.pageintro": "I have come across a method by which I can imitate the phenomenon of wormholes (or perhaps, electron tunneling?), using media. This discovery was powered by the presence of another modification, \"Immersive Portals\". How exciting! I shall utilize this revelation posthaste.", + "portalhexaddon.page.hexways.pageintrotitle": "Hex Portals?", + + "portalhexaddon.page.hexways.getoutputinfoconttitle": "Get Output Info, Cont." +} \ No newline at end of file diff --git a/projects/1.19/assets/modrinth-hex-ways/hexways/lang/zh_cn.json b/projects/1.19/assets/modrinth-hex-ways/hexways/lang/zh_cn.json new file mode 100644 index 000000000000..616534d014ed --- /dev/null +++ b/projects/1.19/assets/modrinth-hex-ways/hexways/lang/zh_cn.json @@ -0,0 +1,31 @@ +{ + "item.hexways.portal_staff": "传送门法杖", + "hexcasting.spell.hexways:twowayportal": "召唤双向传送门", + "hexcasting.spell.hexways:onewayportal": "召唤单向传送门", + "hexcasting.spell.hexways:removeportal": "移除传送门", + "hexcasting.spell.hexways:rotateportal": "旋转传送门", + "hexcasting.spell.hexways:moveportalinput": "移动传送门", + "hexcasting.spell.hexways:summonscry": "召唤窥视门", + "hexcasting.spell.hexways:getoutputinfo": "获取出口信息", + "hexcasting.spell.hexways:resizeportal": "重设传送门尺寸", + "hexcasting.spell.hexways:setportalsides": "设置传送门边数", + "hexcasting.spell.hexways:rotatesideofportal": "旋转输出传送门 :weedHexxy:", + + "portalhexaddon.entry.hexways": "Hex Ways", + "portalhexaddon.page.hexways.onewayportal": "参数与双向传送门相同,但制造出的传送门仅供单向通行。更为特化的传送门消耗也更多,每级尺寸消耗 32 个充能紫水晶。", + "portalhexaddon.page.hexways.twowayportal": "接受一个传送门入口向量、一个传送门出口向量、一个传送门朝向向量,以及一个初始半径数。每级尺寸消耗 16 个充能紫水晶。", + "portalhexaddon.page.hexways.summonscry": "与单向传送门类似,但无法穿过。和功能完整的传送门没法比,但它的消耗实在是很少。每级尺寸消耗 4 个紫水晶碎片。", + "portalhexaddon.page.hexways.moveportalinput": "接受一个传送门实体和一个位置向量,并将传送门的入口移动至所给位置。因为传送门并非单个实体,而是两个一组,此处的“入口”指代传入的那一侧。消耗 2 个紫水晶粉。", + "portalhexaddon.page.hexways.removeportal": "要是传送门的影响太过惹眼,此法术即可解决问题,直接消去一个传送门对。无需消耗$(media)媒质/$。", + "portalhexaddon.page.hexways.portalambit": "这些传送门,真是奇特……我$(hex)咒术/$的返回能够透过它们,虽然会遭到削减。我在传送门另一侧外部的影响范围会变为剩余距离的一半。也即,如下等式“(32 - 我的位置)/2”能完全描述这一规律。", + "portalhexaddon.page.hexways.setportalsides": "我对六边形堪称$(italic)熟稔/$,但它们并不适合所有情况。而此法术可以更改传送门的边数和横滚角度,无需消耗$(media)媒质/$。", + "portalhexaddon.page.hexways.resizeportal": "接受一个传送门、一个高度数、一个宽度数,以此更改传送门的大小。神奇的是,同时会把传送门的外形变回六边形。消耗的紫水晶碎片量等于高度和宽度的平均数。", + "portalhexaddon.page.hexways.getoutputinfo": "这个好用的图案会返回传入传送门的“出口”传送门实体,如果没有对应实体则返回出口位置向量。配合传送门影响范围有大用处。无需消耗$(media)媒质/$。", + "portalhexaddon.page.hexways.getoutputinfocont": "在多次碰壁后,我认为此图案和移动传送门法术最合拍,因为它会返回双向传送门的出口实体。另一个用处是射线追踪;普通的射线追踪无法穿过传送门,但此法术可以模拟。", + "portalhexaddon.page.hexways.rotateportal": "旋转向量变化无常,确实麻烦。好在我可以用这个法术改变给定传送门的朝向。需要注意的是,它同时也会旋转出口的朝向,且无需消耗$(media)媒质/$。", + "portalhexaddon.page.hexways.portalambittitle": "传送门影响范围", + "portalhexaddon.page.hexways.pageintro": "我发现了模拟虫洞(或者说是电子隧穿?)现象的方式,仅凭媒质。这一发现的基础在于另一个模组:“沉浸式传送门”。真是有趣!我需要立即实践这一发现。", + "portalhexaddon.page.hexways.pageintrotitle": "咒术传送门?", + + "portalhexaddon.page.hexways.getoutputinfoconttitle": "获取出口信息,补充说明" +} \ No newline at end of file diff --git a/projects/1.19/assets/modrinth-hexecuteif/hexecuteif/lang/en_us.json b/projects/1.19/assets/modrinth-hexecuteif/hexecuteif/lang/en_us.json new file mode 100644 index 000000000000..77fffa89f2fd --- /dev/null +++ b/projects/1.19/assets/modrinth-hexecuteif/hexecuteif/lang/en_us.json @@ -0,0 +1,89 @@ +{ + "hexcasting.spell.hexecuteif:eval_if": "Hermes' Deliberation", + "hexcasting.spell.hexecuteif:halt_if": "Charon's Caution", + "hexcasting.spell.book.hexecuteif:eval_if": "Hermes' Deliberation", + "hexcasting.spell.book.hexecuteif:halt_if": "Charon's Caution", + "hexecuteif.entry.meta": "HexecuteIf Meta", + "hexecuteif.page.meta.eval_if.1": "This spell will assess the current magical environment and selectively execute further spells if and only if the preconditions set by the caster are met.", + "hexecuteif.page.meta.eval_if.2": "This adaptation of $(l:patterns/meta#hexcasting:eval)$(action)Hermes' Gambit/$ allows the caster to perform complex spells with a conditional gateway, ensuring they are only cast when beneficial or safe.", + "hexecuteif.page.meta.halt_if.1": "Similar to $(l:patterns/meta#hexcasting:halt)$(action)Charon's Gambit/$ this spell stops the execution of subsequent spells, but only if a specific condition is true.", + "hexecuteif.page.meta.halt_if.2": "It acts as a safety net, ensuring that potentially dangerous or unwanted spells are halted under certain circumstances.", + + + + + "hexcasting.spell.hexecuteif:can_break_block": "Can Break Block", + "hexcasting.spell.hexecuteif:can_place_block": "Can Place Block", + "hexcasting.spell.book.hexecuteif:can_break_block": "Can Break Block", + "hexcasting.spell.book.hexecuteif:can_place_block": "Can Place Block", + "hexecuteif.entry.blocks": "HexecuteIf Blocks", + "hexecuteif.page.blocks.can_break_block": "Takes the position of a block and checks whether it can be broken.", + "hexecuteif.page.blocks.can_place_block": "Accepts the position and flag for checking for liquid, and then checks whether it is possible to place a block in this place", + + + + + "hexcasting.spell.hexecuteif:inv_slot_count": "Inventory Size", + "hexcasting.spell.book.hexecuteif:inv_slot_count": "Inventory Size", + + "hexcasting.spell.hexecuteif:inv_occupied_slots": "Occupied Slots", + "hexcasting.spell.book.hexecuteif:inv_occupied_slots": "Occupied Slots", + + "hexcasting.spell.hexecuteif:inv_slot_item_count": "Number of Items in Slot", + "hexcasting.spell.book.hexecuteif:inv_slot_item_count": "Number of Items in Slot", + + "hexcasting.spell.hexecuteif:inv_drop_item": "Throw Item", + "hexcasting.spell.book.hexecuteif:inv_drop_item": "Throw Item", + + "hexcasting.spell.hexecuteif:inv_transfer_item": "Transfer Item", + "hexcasting.spell.book.hexecuteif:inv_transfer_item": "Transfer Item", + + "hexecuteif.entry.inventory": "HexecuteIf Inventory", + "hexecuteif.page.inventory.inv_slot_count": "This function accepts an Inventory Holder as its parameter and returns the total number of slots available in the inventory. It helps determine the maximum capacity of the inventory.", + "hexecuteif.page.inventory.inv_occupied_slots": "This function accepts an Inventory Holder as its parameter and returns a list of slots that are currently in use. Each element in the list represents a slot that contains at least one item.", + "hexecuteif.page.inventory.inv_slot_item_count": "This function takes an Inventory Holder and a slot index as parameters. It returns the number of items present in the specified slot. It is important to note that the slot must contain items, and it cannot be empty.", + "hexecuteif.page.inventory.inv_drop_item.1": "This function accepts an Inventory Holder, a slot index, and a number as parameters.", + "hexecuteif.page.inventory.inv_drop_item.2": "It removes the specified number of items from the given slot in the inventory. The slot must contain items, ensuring that the function does not attempt to remove items from an empty slot.", + "hexecuteif.page.inventory.inv_transfer_item.1": "$(br)This function requires a source Inventory Holder, a source slot index, a target Inventory Holder, a target slot index, and a number as parameters.", + "hexecuteif.page.inventory.inv_transfer_item.2": "It transfers the specified number of items from the source slot in the source inventory to the target slot in the target inventory. The source slot must not be empty, and the target slot must be empty. Additionally, the number of items to be moved must be at least 1 and no more than the total number of items in the source slot.", + + + + + "hexcasting.mishap.can_not_access_to_container_inventory": "You can't access to any containers by this spell", + "hexcasting.mishap.can_not_access_to_player_inventory": "You can't access to any player by this spell", + + "hexcasting.mishap.can_not_modify_container_inventory": "You can't modify any container inventory by this spell", + "hexcasting.mishap.can_not_modify_player_inventory": "You can't modify any player inventory by this spell", + + "hexcasting.mishap.invalid_value.slot.empty": "Empty Slot Index", + "hexcasting.mishap.invalid_value.slot.not_empty": "Not Empty Slot Index", + "hexcasting.mishap.invalid_value.inventory_holder": "Container Block or Player", + + "hexecuteif.mishap.excepted_block.block_entity": "Block Entity", + "hexecuteif.mishap.excepted_block.container": "Container", + + "text.autoconfig.hexecuteif.title": "HexecuteId Config", + + "text.autoconfig.hexecuteif.category.common": "Common", + "text.autoconfig.hexecuteif.category.client": "Client", + "text.autoconfig.hexecuteif.category.server": "Server", + + "text.autoconfig.hexecuteif.option.common.multiplyContainerAccess": "Media Multiply On Container", + "text.autoconfig.hexecuteif.option.common.multiplyContainerAccess.@Tooltip": "How much will the amount of media required to use spells that require access to the container's inventory be multiplied?", + + "text.autoconfig.hexecuteif.option.common.multiplyPlayerAccess": "Media Multiply On Player", + "text.autoconfig.hexecuteif.option.common.multiplyPlayerAccess.@Tooltip": "How much will the amount of media required to use spells that require access to the player’s inventory be multiplied?", + + "text.autoconfig.hexecuteif.option.common.canAccessContainer": "Can Access To Container", + "text.autoconfig.hexecuteif.option.common.canAccessContainer.@Tooltip": "Can a spell that requires access to inventory work with a container?", + + "text.autoconfig.hexecuteif.option.common.canAccessPlayer": "Can Access To Player", + "text.autoconfig.hexecuteif.option.common.canAccessPlayer.@Tooltip": "Can a spell that requires access to inventory work with a player?", + + "text.autoconfig.hexecuteif.option.common.canModifyContainer": "Can Modify Container", + "text.autoconfig.hexecuteif.option.common.canModifyContainer.@Tooltip": "Can a spell that changes inventory items work with a container?", + + "text.autoconfig.hexecuteif.option.common.canModifyPlayer": "Can Modify Player", + "text.autoconfig.hexecuteif.option.common.canModifyPlayer.@Tooltip": "Can a spell that changes inventory items work with a player?" +} \ No newline at end of file diff --git a/projects/1.19/assets/modrinth-hexecuteif/hexecuteif/lang/zh_cn.json b/projects/1.19/assets/modrinth-hexecuteif/hexecuteif/lang/zh_cn.json new file mode 100644 index 000000000000..d63910c97fea --- /dev/null +++ b/projects/1.19/assets/modrinth-hexecuteif/hexecuteif/lang/zh_cn.json @@ -0,0 +1,89 @@ +{ + "hexcasting.spell.hexecuteif:eval_if": "赫尔墨斯之审慎", + "hexcasting.spell.hexecuteif:halt_if": "卡戎之谨慎", + "hexcasting.spell.book.hexecuteif:eval_if": "赫尔墨斯之审慎", + "hexcasting.spell.book.hexecuteif:halt_if": "卡戎之谨慎", + "hexecuteif.entry.meta": "HexecuteIf 元运行", + "hexecuteif.page.meta.eval_if.1": "此法术会评估当前法术环境,当且仅当施法者设置的条件达成时才会执行。", + "hexecuteif.page.meta.eval_if.2": "此$(l:patterns/meta#hexcasting:eval)$(action)赫尔墨斯之策略/$改版可以根据条件选择执行复杂法术与否,以此确保它们只在安全或合适的情况下施放。", + "hexecuteif.page.meta.halt_if.1": "与$(l:patterns/meta#hexcasting:halt)$(action)卡戎之策略/$类似,此法术会阻止后续法术的执行,但仅在给定条件为真时阻止。", + "hexecuteif.page.meta.halt_if.2": "它像是某种安全保障措施,在特定情况下会阻止施放有危险性或不必要的法术。", + + + + + "hexcasting.spell.hexecuteif:can_break_block": "可破坏方块", + "hexcasting.spell.hexecuteif:can_place_block": "可放置方块", + "hexcasting.spell.book.hexecuteif:can_break_block": "可破坏方块", + "hexcasting.spell.book.hexecuteif:can_place_block": "可放置方块", + "hexecuteif.entry.blocks": "HexecuteIf 方块操作", + "hexecuteif.page.blocks.can_break_block": "接受方块的位置向量,检验其是否可被破坏。", + "hexecuteif.page.blocks.can_place_block": "接受位置向量和是否检查液体,并检验能否在所给位置放置方块。", + + + + + "hexcasting.spell.hexecuteif:inv_slot_count": "容器大小", + "hexcasting.spell.book.hexecuteif:inv_slot_count": "容器大小", + + "hexcasting.spell.hexecuteif:inv_occupied_slots": "被占用槽位", + "hexcasting.spell.book.hexecuteif:inv_occupied_slots": "被占用槽位", + + "hexcasting.spell.hexecuteif:inv_slot_item_count": "槽位中物品数", + "hexcasting.spell.book.hexecuteif:inv_slot_item_count": "槽位中物品数", + + "hexcasting.spell.hexecuteif:inv_drop_item": "丢出物品", + "hexcasting.spell.book.hexecuteif:inv_drop_item": "丢出物品", + + "hexcasting.spell.hexecuteif:inv_transfer_item": "转移物品", + "hexcasting.spell.book.hexecuteif:inv_transfer_item": "转移物品", + + "hexecuteif.entry.inventory": "HexecuteIf 物品栏与容器", + "hexecuteif.page.inventory.inv_slot_count": "此操作接受一个具有物品栏或容器的事物,返回该物品栏或容器中槽位的总数。可以用来确定物品栏和容器的容量上限。", + "hexecuteif.page.inventory.inv_occupied_slots": "此操作接受一个具有物品栏或容器的事物,返回当前被占用的槽位列表。列表中的每个元素代表那些至少装有一个物品的槽位。", + "hexecuteif.page.inventory.inv_slot_item_count": "此操作接受一个具有物品栏或容器的事物和一个槽位索引,返回所给槽位中物品的数量。需注意,某些槽位必然含有物品,且无法空置。", + "hexecuteif.page.inventory.inv_drop_item.1": "此操作接受一个具有物品栏或容器的事物、一个槽位索引,以及一个数。", + "hexecuteif.page.inventory.inv_drop_item.2": "它会从给定物品栏或容器给定槽位中移走所给数个物品。槽位本身必须含有物品,以确保操作不会试图从空槽位中移走物品。", + "hexecuteif.page.inventory.inv_transfer_item.1": "$(br)此操作接受一个具有物品栏或容器的事物、一个槽位索引作为来源,一个具有物品栏和容器的事物、一个槽位索引作为目标,以及一个数。", + "hexecuteif.page.inventory.inv_transfer_item.2": "它会从来源槽位中转移所给数个物品到目标槽位。来源槽位必须不为空,且目标槽位必须为空。此外,需移动的物品数应至少为 1,且不能多于来源槽位中的物品数。", + + + + + "hexcasting.mishap.can_not_access_to_container_inventory": "你无法通过此法术访问任意容器", + "hexcasting.mishap.can_not_access_to_player_inventory": "你无法通过此法术访问任意玩家", + + "hexcasting.mishap.can_not_modify_container_inventory": "你无法通过此法术修改任意容器的内容物", + "hexcasting.mishap.can_not_modify_player_inventory": "你无法通过此法术修改任意玩家的物品栏", + + "hexcasting.mishap.invalid_value.slot.empty": "一个空槽位索引", + "hexcasting.mishap.invalid_value.slot.not_empty": "一个非空槽位索引", + "hexcasting.mishap.invalid_value.inventory_holder": "一个容器方块或玩家", + + "hexecuteif.mishap.excepted_block.block_entity": "一个方块实体", + "hexecuteif.mishap.excepted_block.container": "一个容器", + + "text.autoconfig.hexecuteif.title": "HexecuteIf配置", + + "text.autoconfig.hexecuteif.category.common": "Common", + "text.autoconfig.hexecuteif.category.client": "Client", + "text.autoconfig.hexecuteif.category.server": "Server", + + "text.autoconfig.hexecuteif.option.common.multiplyContainerAccess": "容器媒质倍数", + "text.autoconfig.hexecuteif.option.common.multiplyContainerAccess.@Tooltip": "需访问容器内容物的法术所消耗的媒质量的倍数", + + "text.autoconfig.hexecuteif.option.common.multiplyPlayerAccess": "玩家媒质倍数", + "text.autoconfig.hexecuteif.option.common.multiplyPlayerAccess.@Tooltip": "需访问玩家物品栏的法术所消耗的媒质量的倍数", + + "text.autoconfig.hexecuteif.option.common.canAccessContainer": "允许访问容器", + "text.autoconfig.hexecuteif.option.common.canAccessContainer.@Tooltip": "是否允许需访问容器法术的与容器交互", + + "text.autoconfig.hexecuteif.option.common.canAccessPlayer": "允许访问玩家", + "text.autoconfig.hexecuteif.option.common.canAccessPlayer.@Tooltip": "是否允许需访问容器的法术与玩家交互", + + "text.autoconfig.hexecuteif.option.common.canModifyContainer": "允许修改容器", + "text.autoconfig.hexecuteif.option.common.canModifyContainer.@Tooltip": "是否允许需修改容器内物品的法术与容器交互", + + "text.autoconfig.hexecuteif.option.common.canModifyPlayer": "允许修改玩家", + "text.autoconfig.hexecuteif.option.common.canModifyPlayer.@Tooltip": "是否允许需修改容器内物品的法术与玩家交互" +} \ No newline at end of file diff --git a/projects/1.19/assets/modrinth-hexiron/hexiron/lang/en_us.json b/projects/1.19/assets/modrinth-hexiron/hexiron/lang/en_us.json new file mode 100644 index 000000000000..9ce360d481c8 --- /dev/null +++ b/projects/1.19/assets/modrinth-hexiron/hexiron/lang/en_us.json @@ -0,0 +1,14 @@ +{ + "hexcasting.spell.hexiron:angelwings": "White Sun's Meridian", + "hexcasting.spell.hexiron:planarsight": "Red Sun's Meridian", + "hexcasting.spell.hexiron:oakskin": "Green Sun's Meridian", + "hexcasting.spell.hexiron:trueinvis": "Black Sun's Meridian", + "hexcasting.spell.hexiron:charged": "Blue Sun's Meridian", + "hexiron.entry.ironspells": "Iron's Spells 'n Spellbooks", + "hexiron.pages.ironspells.1": "It seems that myriad forms of magic exist in the multiverse, you just need to know where to look. The spells documented here interact with one such magic system, functioning similarly to the familiar $(l:patterns/great_spells/zeniths)Zeniths$(/l).", + "hexiron.pages.ironspells.2": "Accepts a living entity and a number, and bestows Angel Wings upon it, allowing it to glide similar to an elytra. Costs 1 amethyst dust per 2 seconds.", + "hexiron.pages.ironspells.3": "Accepts a living entity and a number, and Charges it with arcane lightning, enhancing its abilities. Costs 1 amethyst dust per second.", + "hexiron.pages.ironspells.4": "Accepts a living entity and a number, and renders it Truly Invisible, causing even its equipment to vanish. Costs 1 amethyst dust per second.", + "hexiron.pages.ironspells.5": "Accepts a living entity and a number, and grants it Planar Sight, allowing it to perceive entities through barriers. Costs 2 amethyst dust per second.", + "hexiron.pages.ironspells.6": "Accepts a living entity and two numbers (duration, potency), and imbues it with Oakskin, reducing damage taken. Costs a base of 1 amethyst dust per second, scaling with the cube of potency." +} \ No newline at end of file diff --git a/projects/1.19/assets/modrinth-hexiron/hexiron/lang/zh_cn.json b/projects/1.19/assets/modrinth-hexiron/hexiron/lang/zh_cn.json new file mode 100644 index 000000000000..a2525990ea83 --- /dev/null +++ b/projects/1.19/assets/modrinth-hexiron/hexiron/lang/zh_cn.json @@ -0,0 +1,14 @@ +{ + "hexcasting.spell.hexiron:angelwings": "白阳巡天", + "hexcasting.spell.hexiron:planarsight": "红阳巡天", + "hexcasting.spell.hexiron:oakskin": "绿阳巡天", + "hexcasting.spell.hexiron:trueinvis": "黑阳巡天", + "hexcasting.spell.hexiron:charged": "蓝阳巡天", + "hexiron.entry.ironspells": "Iron's Spells 'n Spellbooks", + "hexiron.pages.ironspells.1": "多元宇宙中似乎存在着千万种不同的魔法,发现它们只是需要合适的视角。记载在此的法术即是源自其中一种魔法体系,实际的效应则类似老朋友$(l:patterns/great_spells/zeniths)天顶法术$(/l)。", + "hexiron.pages.ironspells.2": "接受一个活体和一个数,并给予其天使之翼,令其能在空中滑翔,如同佩有鞘翅。每 2 秒消耗 1 个紫水晶粉。", + "hexiron.pages.ironspells.3": "接受一个活体和一个数,使用奥术雷电令其超负荷,增强目标的能力。每 1 秒消耗 1 个紫水晶粉。", + "hexiron.pages.ironspells.4": "接受一个活体和一个数,令其完全真实地隐身,连手中和身上的装备都消隐不见。每 1 秒消耗 1 个紫水晶粉。", + "hexiron.pages.ironspells.5": "接受一个活体和一个数,并给予其位面视觉,令其能透过障碍感知实体。每 1 秒消耗 2 个紫水晶粉。", + "hexiron.pages.ironspells.6": "接受一个活体和两个数(持续时间、效果强度),并给予其树皮,减轻其受到的伤害。每 1 秒基础消耗 1 个紫水晶粉,乘以效果强度的立方计算。" +} \ No newline at end of file diff --git a/projects/1.19/assets/modrinth-mediaworks/mediaworks/lang/en_us.json b/projects/1.19/assets/modrinth-mediaworks/mediaworks/lang/en_us.json new file mode 100644 index 000000000000..ef14f65478d0 --- /dev/null +++ b/projects/1.19/assets/modrinth-mediaworks/mediaworks/lang/en_us.json @@ -0,0 +1,124 @@ +{ + "effect.mediaworks.astral_projection": "Astral Projection", + + "item.mediaworks.magic_cloak": "Featherweave Cloak", + + "enchantment.mediaworks.reciprocation": "Reciprocation", + "enchantment.mediaworks.reciprocation.desc": "Casts the held iota (if any) whenever the wearer is damaged.", + "enchantment.mediaworks.media_shield": "Media Shield", + "enchantment.mediaworks.media_shield.desc": "Absorbs raw incoming damage (before armor calculations) by up to a certain percentage, consuming an amount of media equivalent to the absorbed damage.", + "enchantment.mediaworks.locale_magnification": "Locale Magnification", + "enchantment.mediaworks.locale_magnification.desc": "Increases personal casting range of influence and raycast distance.", + + "advancements.mediaworks.find_cloak": "Dust and Feathers", + "advancements.mediaworks.find_cloak.description": "Find a Featherweave Cloak among the dark remnants of an ancient age.", + + "mediaworks.subtitle.astral.ambience": "Nature whispers", + "mediaworks.subtitle.astral.return": "Astral Projection ends", + "mediaworks.message.projection": "Press %1$s to Return", + + "mediaworks.visage.text.unbounded": "Text Visage (Unbounded)", + "mediaworks.visage.text.bounded": "Text Visage (%1$d, %2$d)", + + "hexcasting.spell.mediaworks:astral_projection": "Astral Projection", + "hexcasting.spell.mediaworks:astral_pos": "Astral Locale Reflection", + "hexcasting.spell.mediaworks:astral_look": "Astral Gaze Reflection", + + "hexcasting.spell.mediaworks:macula/add": "Etch Visage", + "hexcasting.spell.mediaworks:macula/clear": "Macula Erasure", + "hexcasting.spell.mediaworks:macula/dimensions": "Macula Gambit", + "hexcasting.spell.mediaworks:visage/text/unbounded": "Calligrapher's Purification", + "hexcasting.spell.mediaworks:visage/text/bounded": "Calligrapher's Exaltation", + + "hexcasting.spell.mediaworks:cloak/read": "Medivh's Reflection", + "hexcasting.spell.mediaworks:get_media": "Media Reflection", + "hexcasting.spell.mediaworks:get_entity_media": "Media Purification I", + "hexcasting.spell.mediaworks:get_pos_media": "Media Purification II", + + "hexcasting.mishap.black_eye.visage_cap": "Your Macula could not withstand too many Visages at once", + "hexcasting.mishap.black_eye.duration_cap": "Your Macula could not accept a Fleeting Visage for longer than a day, consider etching a Lasting Visage instead", + "hexcasting.mishap.invalid_value.class.visage": "Visage", + + "mediaworks.entry.astral_projection": "Astral Projection", + "mediaworks.page.astral_projection.1": "Finally, no longer am I confined to my mortal shell! The spell $(l:mediaworks:greatwork/astral_self)$(thing)projects/$ my mind outside of my body, granting multiple useful abilities for the specified number of seconds.", + "mediaworks.page.astral_projection.2": "Seeing how inert and defenseless the body becomes without a mind actively governing it, I suppose it is a boon that this spell only targets the caster.$(p)Casting the spell costs about 2 units of $(l:items/amethyst)$(item)Amethyst Dust/$ per second of duration.$(br)If my $(l:patterns/readwrite#hexcasting:local)$(thing)ravenmind/$ holds any iota when I cast this spell, the iota is captured as an $(thing)Astral Iota/$ for the entire duration of the projection.", + "mediaworks.page.astral_projection.3": "During such a massive paradigm shift, concentration is hard to maintain, so all the patterns I've drawn and iotas I've saved to my previous stack are lost.$(p)Lastly, it seems that I cannot extend my remaining time while already dissociated. Trying to do so leads to an $(l:casting/mishaps)$(thing)Entity is Immune/$ mishap.", + + "mediaworks.entry.astral_self": "Astral Self", + "mediaworks.page.astral_self.1": "The state of $(l:mediaworks:patterns/great_spells/astral_projection)$(thing)Astral Projection/$ is... $(thing)TRUE BLISS/$! In it, I can $(italic)hear/$ the veil thinning, I can $(italic)see/$ the whispers of Nature, I can $(italic)smell/$ colors of _media calling out to me senses jumbled must reach must attain mu$(obf)st remark that you're quite attentive lol/$", + "mediaworks.page.astral_self.2": "While projecting, I can fly as I please within my range of influence and phase through any blocks. However, my astral self sees the world in black and white, its sight fading as it moves further from my body, and a thick fog occludes its sight not that far away. It cannot interact with anything and cannot be interacted with.", + "mediaworks.page.astral_self.3": "While I visualise my astral self as a translucent copy of me, other casters can only see a flying particle cloud colored with my $(l:items/pigments)$(thing)pigment/$, and other creatures ignore my astral self completely.$(p)There is still one more boon: if my $(l:mediaworks:patterns/great_spells/astral_projection)$(thing)Astral Projection/$ spell captured an $(thing)Astral Iota/$, then whenever I press $(thing)$(k:use)/$ during that projection, Nature evaluates the iota, much like when casting from a $(l:items/hexcasting)$(thing)Casting Item/$.", + "mediaworks.page.astral_self.4": "If Astral Projection ends peacefully, Nature gently pushes my mind back into my body. This happens if:$(li)The time allotted by the corresponding $(l:mediaworks:patterns/great_spells/astral_projection)$(thing)spell/$ runs out;$(li)I press $(thing)$(k:inventory)/$.", + "mediaworks.page.astral_self.5": "However, sometimes Astral Projection ends... not so peacefully. Nature does not take kindly to betrayal of its expectations, and throws my mind back into my body, in disarray. This happens if:$(li)My attempt to cast an Astral Iota results in a failure;$(li)My dull body is moved further than 3 blocks from the casting position;$(li)My astral self leaves my range of influence./$", + "mediaworks.page.astral_self.6": "...I've done some more research, though. It appears that, if I act carefully, - I need to be careful I MUST, I can NOT lose myself to arrogance now, - there might be a way to $(l:patterns/great_spells/greater_sentinel)$(thing)circumvent/$ the range limitation altogether.", + + "mediaworks.entry.astral_utils": "Astral Utilities", + "hexcasting.spell.book.mediaworks:astral_pos": "Astral Locale Rfln.", + "mediaworks.page.astral_utils.astral_pos": "Returns the \"eye\" position vector of my astral self, similarly to how $(l:patterns/basics#hexcasting:entity_pos/eye)$(thing)Compass' Purification/$ works for my physical body. Returns $(l:casting/influences)$(thing)Null/$ if I am not projecting.", + "hexcasting.spell.book.mediaworks:astral_look": "Astral Gaze Rfln.", + "mediaworks.page.astral_utils.astral_look": "Returns the direction my astral self is looking in, similarly to how $(l:patterns/basics#hexcasting:get_entity_look)$(thing)Alidade's Purification/$ works for my physical body. Returns $(l:casting/influences)$(thing)Null/$ if I am not projecting.", + + "mediaworks.entry.macula": "Macula Etching", + "mediaworks.entry.macula.desc": "$(l:patterns/basics#hexcasting:print)$(thing)Reveal/$ is a good pattern, but sometimes I find myself wishing for more flexibility. Thankfully, with just a few simple $(l:mediaworks:patterns/macula/macula_patterns)$(thing)patterns/$ I can affect my sight by directly etching $(l:mediaworks:patterns/macula/macula_concepts#mediaworks:visages)$(thing)Visages/$ onto my eye's very $(l:mediaworks:patterns/macula/macula_concepts)$(thing)Macula/$. These visages work similarly to the essential information that seems to have been etched onto my eyes by Nature itself, like health or hotbar.", + + "mediaworks.entry.macula_concepts": "Macula Concepts", + "mediaworks.page.macula_concepts.1": "Macula is the part of my eye where visages are etched. Due to its physical nature, it is not carried between different bodies (like when respawning). It can hold $(thing)Lasting Visages/$ - shown indefinitely - and $(thing)Fleeting Visages/$. Fleeting visages fade gradually in the last second of their lifetime, unless the lifetime is 1 second or less in the first place. However, it appears that my Macula is somewhat fragile, so it cannot hold more than 32 visages at a time, and neither can it accept $(thing)Fleeting Visages/$ that stay for longer than 1 full day.", + "mediaworks.page.macula_concepts.2": "Visage is a generic word referring to any element visible on my macula. In order to etch one, I need to prepare one first, e.g. with $(l:mediaworks:patterns/macula/text_visages#mediaworks:visage/text/unbounded)$(thing)Calligrapher's Purification/$. Such operations result in $(thing)Visage Iotas/$: they hold information needed to reproduce their specific visages anywhere on the Macula. I can then store these iotas, or $(l:mediaworks:patterns/macula/macula_patterns#mediaworks:macula/add)$(thing)etch/$ them.", + "mediaworks.page.macula_concepts.2.title": "Visages", + "mediaworks.page.macula_concepts.3": "Visages are positioned in a somewhat special 3-dimensional space, which I have very creatively dubbed the $(thing)Macula Space/$. It is akin to a box with its front (the Z-axis) facing towards me, though with a few caveats:$(li)The top left corner of my sight corresponds to coordinates X = 0, Y = 0, the $(thing)Macula Origin/$ of sorts.$(li)Macula width and height change along with my $(t:Game window's scaled dimensions, e.g. 480x270 in the 1920x1080 resolution)$(thing)outlook/$.$(li)There is no perspective, so the Z coordinate, $(thing)depth/$, only determines which visage comes out on top in case of overlap.", + "mediaworks.page.macula_concepts.3.title": "Macula Space", + "mediaworks.page.macula_concepts.4": "Though etching things onto my own eyes phases me curiously little, I should probably still be careful that nothing goes wrong, lest I incur the $(l:mediaworks:patterns/macula/black_eye)$(thing)Black Eye/$ mishap.", + "mediaworks.page.macula_concepts.4.title": "Word of Caution", + + "mediaworks.entry.macula_patterns": "Macula Patterns", + "mediaworks.page.macula_patterns.macula_add": "Puts the visage at the specified point in the $(l:mediaworks:patterns/macula/macula_concepts#mediaworks:macula_space)$(thing)Macula Space/$. If the display duration (the third argument) is supplied, the visage is $(l:mediaworks:patterns/macula/macula_concepts)$(thing)Fleeting/$, otherwise - $(l:mediaworks:patterns/macula/macula_concepts)$(thing)Lasting/$. Costs a negligible amount of _media.", + "mediaworks.page.macula_patterns.macula_clear": "Clears my Macula quickly and painlessly. Definitely beats suffering a $(l:mediaworks:patterns/macula/black_eye)$(thing)Black Eye/$ or dying. Costs a negligible amount of _media.", + "mediaworks.page.macula_patterns.macula_dimensions": "Returns my current $(l:mediaworks:patterns/macula/macula_concepts#mediaworks:macula_space)$(thing)Macula width and height/$. An absolute must for any sufficiently complex Macula calculations.", + + "mediaworks.entry.black_eye": "Black Eye Mishap", + "mediaworks.page.black_eye.1": "Occurs when I have tried to put more than 32 visages onto my Macula, or to create a $(l:mediaworks:patterns/macula/macula_concepts)$(thing)Fleeting Visage/$ for longer than 1 day.$(p)Causes black sparks and damages my Macula, clearing it and blinding me for a couple of seconds.$(p)$(italic)Good thing the blindness is temporary...", + + "mediaworks.entry.text_visages": "Text Visages", + "mediaworks.page.text_visages.1": "A type of visages that can show any text, with a constant line height of $(thing)9/$. Their ability to capture iotas' $(italic)current/$ texts makes them a more flexible equivalent of $(l:patterns/basics#hexcasting:print)$(thing)Reveal/$.$(p)Text visages can be $(thing)unbounded/$ or $(thing)bounded/$. The former can stretch infinitely, and the latter wrap lines that exceed the max width, displaying only the lines that fully fit within the max height.", + "hexcasting.spell.book.mediaworks:visage/text/unbounded": "Calligrapher's Prfn.", + "mediaworks.page.text_visages.create_unbounded": "Extracts current display text from any iota and creates an unbounded text visage iota.", + "hexcasting.spell.book.mediaworks:visage/text/bounded": "Calligrapher's Exlt.", + "mediaworks.page.text_visages.create_bounded": "Extracts current display text from any iota and creates a bounded text visage iota, with the first number specifying max width and second - max height.", + + "mediaworks.entry.mediaworks_moreiotas": "Mediaworks-MoreIotas", + "mediaworks.page.mediaworks_moreiotas.1": "It appears that $(thing)Strings/$ have some special properties when used with $(l:mediaworks:patterns/macula/text_visages)$(thing)Text Visages/$. Specifically, the Calligrapher's patterns extract the underlying strings rather than their colored, quoted displays, and let me take advantage of the old ways of $(l:https://minecraft.fandom.com/wiki/Formatting_codes)formatting/$.", + "mediaworks.page.mediaworks_moreiotas.2": "To format text, I need only type the \"codes\" with the $(thing)&/$ symbol instead of the paragraph symbol, since I cannot normally type the latter. Any instances of $(thing)&/$ that are not part of a formatting code are left as-is.", + + "mediaworks.entry.mediaworks_tweaks": "Mediaworking Changes", + "mediaworks.page.mediaworks_tweaks.1": "The _media flow in the world feels somewhat different lately. It has become more... perhaps, the word I am looking for is \"workable\"?$(p)I have unearthed legends about casters pulling _media from items inside $(thing)Shulker Boxes/$, though only after all other available _media sources are exhausted. Application rules seem to be the same as for _media from $(l:items/phials)$(thing)Media Phials/$.", + "mediaworks.page.mediaworks_tweaks.2": "When choosing an inventory slot to pull _media from, it no longer matters how much _media there is in the slot's item stack. This means that multiple successive casts will now prioritize fully exhausting inventory item stacks instead of \"load-balancing\", and thus will free up my pockets more quickly.", + "mediaworks.page.mediaworks_tweaks.3": "A $(l:items/lens)$(thing)Scrying Lens/$ worn in my helmet slot or face slot now also condenses the casting grid, much like when held in the other hand. However, having multiple lenses on my person is redundant, because 2 or even 3 of them have the same effect as just 1.", + + "mediaworks.entry.mediaworks_containers": "Mediaworks Containers", + "mediaworks.page.mediaworks_containers.1": "In a $(italic)modified/$ world, there can be all kinds of containers besides $(thing)Shulker Boxes/$. Some of them can even act as _media $(l:mediaworks:basics/mediaworks_tweaks)$(thing)sources/$ in much the same way! I will be cataloguing such special containers here.", + + "mediaworks.page.magic_cloak.1": "Many scripts hint at cities deep underground where masters of magic wore feathered cloaks. The cloaks were bestowed upon them by a powerful mage who figured out how to embed ideas into the threads of dark fabric. With this fabric did he create the first cloak of this kind.$(p)If I ever manage to obtain one, I will document further discoveries about it here.", + "mediaworks.page.magic_cloak.2": "The cloaks exist after all! After god knows how many centuries in the $(thing)Deep Dark/$, the weave feels oddly pristine to the touch, and the threads can hold iotas in a way that I have so far failed to replicate.", + "mediaworks.page.magic_cloak.3": "I can write iotas to and read them from a $(thing)Featherweave Cloak/$ much like with a $(l:items/focus)$(thing)Focus/$. It doesn't seem like waxing it would work, though.$(p)Conveniently, I can also $(l:mediaworks:patterns/cloak_patterns#mediaworks:cloak/read)$(thing)read/$ from a cloak without taking it off, and cut quite the dashing figure while doing so.", + "mediaworks.page.magic_cloak.4": "Speaking of dashing figures, I can dye the cloak almost any color imaginable! The fabric absorbs dyes much like the mundane leather gear, yet infinitely more befitting of a true mage such as myself.$(p)Should I ever need to get rid of the applied dyes, a good ol' cauldron wash will do.", + "mediaworks.page.magic_cloak.5": "However, this is not the full extent of their potential, $(italic)far/$ from it. I have been finding some peculiar $(thing)Enchanted Books/$ unique to the dark and damp ancient cities, so perhaps the way to greater power lies through the secrets of enchanting.$(p)On the following pages I have compiled a list of enchantments applicable to featherweave cloaks.", + "mediaworks.page.magic_cloak.reciprocation.1": "Whenever I take damage, this enchantment forces the cloak to retaliate by automatically evaluating its stored iota. An empty cloak will not do anything, and a cloak with a non-evaluatable iota will cause the usual mishap.", + "mediaworks.page.magic_cloak.reciprocation.2": "This also triggers when overcasting from health, thereby causing a self-perpetuating loop that can easily consume my mind in the blink of an eye.$(p)However, if it cannot kill me for some reason, it should fizzle out after about 50 repetitions.", + "mediaworks.page.magic_cloak.media_shield.1": "Adds an external layer of defense that absorbs a percentage of incoming blockable damage, 10% per level at most. This triggers before any armor calculations, and every absorbed damage point costs as much media as a single health point gives when overcasting. the media is spent in the same way as when casting with a staff.", + "mediaworks.page.magic_cloak.media_shield.2": "If there is not enough media to cover the full effect and no way for Nature to force it out of me, the enchantment will only absorb as much damage as the available media allows. Otherwise, the media is spent in the same way as when casting with a staff.", + "mediaworks.page.magic_cloak.locale_magnification": "The rarest of them all! An enchantment that unconditionally extends my standard range of influence by 8, 16, or 32 blocks, depending on the level. This extension even applies to my raycast distance, like when using $(l:patterns/basics#hexcasting:raycast)$(thing)Archer's Distillation/$!", + "mediaworks.page.magic_cloak.other_enchants": "A featherweave cloak is wearable and damageable. It stands to reason, then, that it accepts any enchantments available to other such items (e.g. the $(thing)Elytra/$).", + "mediaworks.page.magic_cloak.other_enchants.title": "Other Enchantments", + "mediaworks.page.magic_cloak.post": "$(italic)More scrawls on ancient paper... \"He betrayed us, these cloths given to our leaders were nothing but a way to disarm us. The Skulk will follow soon after. I am leaving before it's too late. Beware these dark fabrics...\"$(p)I should stay away from this place and its heirlooms. These linens are cursed and no allure of power would ever change that fact.$(p)But how bad could it really be?/$", + + "mediaworks.entry.media_patterns": "Mediaworks", + "mediaworks.page.media_patterns.get_media": "Returns the amount of _media currently available to the hex without overcasting, in units of $(l:items/amethyst)$(item)Amethyst Dust/$.", + "mediaworks.page.media_patterns.get_entity_media.1": "Returns the amount of _media in a dropped item entity, or in an entity's inventory if it is a player, in units of $(l:items/amethyst)$(item)Amethyst Dust/$. Returns 0 if not applicable.", + "mediaworks.page.media_patterns.get_entity_media.2": "Curiously, the _media in $(l:items/hexcasting)$(thing)Casting Items/$ seems to be obscured: they do not contribute to a player's evaluated _media total. However, this obscurity does not hold under closer scrutiny: when evaluating a dropped casting item directly, the pattern does report its contained _media.", + "mediaworks.page.media_patterns.get_pos_media.1": "Returns the total amount of _media in the container at the position, in units of $(l:items/amethyst)$(item)Amethyst Dust/$. Returns 0 if not applicable. Works for a certain $(l:greatwork/impetus)$(thing)special container/$ as well.", + "mediaworks.page.media_patterns.get_pos_media.2": "Stored $(l:items/hexcasting)$(thing)Casting Items/$ do not contribute to the calculated _media total.", + + "mediaworks.entry.cloak_patterns": "Cloakworks", + "mediaworks.page.cloak_patterns.cloak_read.1": "Old tales depict a figure of power unmatched, yet tender to all creatures under the sun. Among his many great feats, he was the first to spin the $(l:mediaworks:items/magic_cloak)$(thing)Featherweave Cloak/$ fabric out of feathers and dust.", + "mediaworks.page.cloak_patterns.cloak_read.2": "This pattern can extract the iota held in a worn featherweave cloak, without the need to take it off and resort to $(l:patterns/readwrite)$(thing)traditional methods/$." +} \ No newline at end of file diff --git a/projects/1.19/assets/modrinth-mediaworks/mediaworks/lang/zh_cn.json b/projects/1.19/assets/modrinth-mediaworks/mediaworks/lang/zh_cn.json new file mode 100644 index 000000000000..8b9d10aa301c --- /dev/null +++ b/projects/1.19/assets/modrinth-mediaworks/mediaworks/lang/zh_cn.json @@ -0,0 +1,124 @@ +{ + "effect.mediaworks.astral_projection": "魂灵投射", + + "item.mediaworks.magic_cloak": "羽织斗篷", + + "enchantment.mediaworks.reciprocation": "回应", + "enchantment.mediaworks.reciprocation.desc": "若存有iota,则在穿戴者受到伤害时施放之。", + "enchantment.mediaworks.media_shield": "媒质护盾", + "enchantment.mediaworks.media_shield.desc": "吸收一定比例的伤害,并消耗等价的媒质,吸收比例优先于护甲值计算。", + "enchantment.mediaworks.locale_magnification": "术场扩增", + "enchantment.mediaworks.locale_magnification.desc": "增加个人施法影响范围和射线追踪距离上限。", + + "advancements.mediaworks.find_cloak": "尘与羽", + "advancements.mediaworks.find_cloak.description": "在远古年代的黑暗遗迹中找到羽织斗篷。", + + "mediaworks.subtitle.astral.ambience": "自然:低语", + "mediaworks.subtitle.astral.return": "魂灵投射:结束", + "mediaworks.message.projection": "按下%1$s来返回", + + "mediaworks.visage.text.unbounded": "文本示像(未绑定)", + "mediaworks.visage.text.bounded": "文本示像(%1$d, %2$d)", + + "hexcasting.spell.mediaworks:astral_projection": "魂灵投射", + "hexcasting.spell.mediaworks:astral_pos": "魂灵所处之精思", + "hexcasting.spell.mediaworks:astral_look": "魂灵视线之精思", + + "hexcasting.spell.mediaworks:macula/add": "蚀刻示像", + "hexcasting.spell.mediaworks:macula/clear": "黄斑擦除", + "hexcasting.spell.mediaworks:macula/dimensions": "黄斑之策略", + "hexcasting.spell.mediaworks:visage/text/unbounded": "书法家之纯化", + "hexcasting.spell.mediaworks:visage/text/bounded": "书法家之提整", + + "hexcasting.spell.mediaworks:cloak/read": "麦迪文之精思", + "hexcasting.spell.mediaworks:get_media": "媒质之精思", + "hexcasting.spell.mediaworks:get_entity_media": "媒质之纯化,第一型", + "hexcasting.spell.mediaworks:get_pos_media": "媒质之纯化,第二型", + + "hexcasting.mishap.black_eye.visage_cap": "你的黄斑无法同时承受过多示像", + "hexcasting.mishap.black_eye.duration_cap": "你的黄斑无法承受显示时间超过1天的短暂示像,可考虑蚀刻长效示像", + "hexcasting.mishap.invalid_value.class.visage": "示像", + + "mediaworks.entry.astral_projection": "魂灵投射", + "mediaworks.page.astral_projection.1": "终于,不需再受我会衰老躯壳的禁锢了!此法术会将我的意识$(l:mediaworks:greatwork/astral_self)$(thing)投射/$出我的身体,所给数代表投射秒数,这几秒内我会获得多种有用的能力。", + "mediaworks.page.astral_projection.2": "如今亲眼见到无意识操控的身体的惰性和脆弱,我想此法术只会以施法者为目标也算是一种益处。$(p)施放法术后,每秒持续时间消耗大约 2 个$(l:items/amethyst)$(item)紫水晶粉/$。$(br)如果在施放此法术时我的$(l:patterns/readwrite#hexcasting:local)$(thing)渡鸦之思/$中存有 iota,则该 iota 会在整段投射过程中被捕获为$(thing)魂灵 iota/$。", + "mediaworks.page.astral_projection.3": "在如此大型的范式转移过程中,人很难维持集中力,也因此我绘制的所有图案和前一个栈中的所有 iota 都会消失。$(p)最后,在魂灵离体后我无法再延长投射时间。试图这么做会导致$(l:casting/mishaps)$(thing)实体免疫/$事故。", + + "mediaworks.entry.astral_self": "魂灵自我", + "mediaworks.page.astral_self.1": "$(l:mediaworks:patterns/great_spells/astral_projection)$(thing)魂灵投射/$的状态是……$(thing)$(bold)真正的极乐/$!处于这种状态中的我能$(italic)听见/$屏障的减弱,我能$(italic)看见/$自然的低语,我能$(italic)闻到/$$(media)媒质/$引召我的颜色感官崩解必须达到必须获得必$(obf)st remark that you're quite attentive lol/$", + "mediaworks.page.astral_self.2": "投射状态下,我能在我影响范围内随心所欲地飞翔,并且能穿过任何方块。然而,我的魂灵自我看到的世界是灰度的,离身体越远视野也越暗,远处的景象也被浓雾笼罩隐藏。它无法与任何事物交互,也无法被任何事物交互。", + "mediaworks.page.astral_self.3": "我眼中我的魂灵自我是我形体的透明翻版,但其他施法者只能看见与我$(l:items/pigments)$(thing)染色剂/$同色的浮空粒子云,其他生物则完全无视我的魂灵自我。$(p)还有一点益处:如果$(l:mediaworks:patterns/great_spells/astral_projection)$(thing)魂灵投射/$法术捕获有$(thing)魂灵 iota/$,则在投射过程中按下$(thing)$(k:use)/$时,自然就会运行该 iota,和用$(l:items/hexcasting)$(thing)施法物品/$施放类似。", + "mediaworks.page.astral_self.4": "如果魂灵投射平安无事地结束,自然会温柔地将我的意识推回我的身体。这种现象发生于:$(li)对应$(l:mediaworks:patterns/great_spells/astral_projection)$(thing)法术/$分配到的时间耗尽时;$(li)我按下$(thing)$(k:inventory)/$时。", + "mediaworks.page.astral_self.5": "但是,有些时候魂灵投射的结束……并不会平安无事。自然不会善待对其期望的背叛,并会将我的意识以紊乱的状态扔回我的身体。这种现象发生于:$(li)施放魂灵 iota 导致事故与错误;$(li)我的迟钝身体移动到距施法位置 3 格之外;$(li)我的魂灵自我离开影响范围。/$", + "mediaworks.page.astral_self.6": "……我也做过一些研究。似乎只要我足够小心——我需要注意千万小心不被自大迷惑心智——就能找到完全$(l:patterns/great_spells/greater_sentinel)$(thing)绕开/$范围限制的方式。", + + "mediaworks.entry.astral_utils": "魂灵实用图案", + "hexcasting.spell.book.mediaworks:astral_pos": "魂灵所处之精思", + "mediaworks.page.astral_utils.astral_pos": "返回我魂灵自我的“眼部”位置向量,和$(l:patterns/basics#hexcasting:entity_pos/eye)$(thing)指南针之纯化/$在物理身体上的效果相似。如果我并未处于投射状态,则返回 $(l:casting/influences)$(thing)Null/$。", + "hexcasting.spell.book.mediaworks:astral_look": "魂灵视线之精思", + "mediaworks.page.astral_utils.astral_look": "返回我魂灵自我所看的方向,和$(l:patterns/basics#hexcasting:get_entity_look)$(thing)照准仪之纯化/$在物理身体上的效果相似。如果我并未处于投射状态,则返回 $(l:casting/influences)$(thing)Null/$。", + + "mediaworks.entry.macula": "黄斑蚀刻", + "mediaworks.entry.macula.desc": "$(l:patterns/basics#hexcasting:print)$(thing)揭示/$是个好图案,但偶尔我也想要些更灵活的手段。好在只需若干简单$(l:mediaworks:patterns/macula/macula_patterns)$(thing)图案/$,我就能将$(l:mediaworks:patterns/macula/macula_concepts#mediaworks:visages)$(thing)示像/$直接蚀刻到我眼内的$(l:mediaworks:patterns/macula/macula_concepts)$(thing)黄斑/$上,以此修改我的视觉。这些示像的运作方式与自然蚀刻入眼的基础信息(如生命值和快捷栏)类似。", + + "mediaworks.entry.macula_concepts": "黄斑相关概念", + "mediaworks.page.macula_concepts.1": "黄斑是我眼球中蚀刻示像的位置。受其物理性质限制,黄斑不会在不同身体间继承(比如重生)。黄斑支持两种示像:能显示任意长时间的$(thing)长效示像/$,以及$(thing)短暂示像/$。短暂示像会在持续时间的最后一秒淡出,除非持续时间本身就不足 1 秒。不过,我的黄斑较为脆弱,无法同时承受超过 32 个示像,也不能接受持续超过 1 天的$(thing)短暂示像/$。", + "mediaworks.page.macula_concepts.2": "示像是描述我黄斑上视觉元素的通用词汇。蚀刻示像之前先要将其准备完善,$(l:mediaworks:patterns/macula/text_visages#mediaworks:visage/text/unbounded)$(thing)书法家之纯化/$就能做到。此类操作会产生$(thing)示像 iota/$,它们存有在黄斑上重现对应示像所需的信息。可以存储它们,也可直接将其$(l:mediaworks:patterns/macula/macula_patterns#mediaworks:macula/add)$(thing)蚀刻/$。", + "mediaworks.page.macula_concepts.2.title": "示像", + "mediaworks.page.macula_concepts.3": "示像的坐标对应着某种特殊 3 维空间中的位置,我将其创造性地称为$(thing)黄斑空间/$。这种空间类似于一个前面(Z 轴)面朝我的盒子,但仍有几点不同:$(li)我视野的左上角对应坐标 X = 0,Y = 0,也称作$(thing)黄斑原点/$。$(li)黄斑宽度和高度会随我$(t:游戏窗口的长宽,例如1920x1080分辨率下的480x270)$(thing)视野/$的变化而变化。$(li)不存在透视,因此 Z 坐标($(thing)深度/$)只决定重叠示像的遮挡关系。", + "mediaworks.page.macula_concepts.3.title": "黄斑空间", + "mediaworks.page.macula_concepts.4": "尽管向眼睛蚀刻事物不会对我造成太大影响,我还是应该小心谨慎减少失误,以免招致$(l:mediaworks:patterns/macula/black_eye)$(thing)黑眼/$事故。", + "mediaworks.page.macula_concepts.4.title": "注意事项", + + "mediaworks.entry.macula_patterns": "黄斑图案", + "mediaworks.page.macula_patterns.macula_add": "在$(l:mediaworks:patterns/macula/macula_concepts#mediaworks:macula_space)$(thing)黄斑空间/$中给定位置显示示像。若提供显示时长(第三个参数),则显示为$(l:mediaworks:patterns/macula/macula_concepts)$(thing)短暂示像/$;否则显示为$(l:mediaworks:patterns/macula/macula_concepts)$(thing)长效示像/$。消耗极少量$(media)媒质/$。", + "mediaworks.page.macula_patterns.macula_clear": "迅速而无痛地清空我的黄斑。和承受$(l:mediaworks:patterns/macula/black_eye)$(thing)黑眼/$或垂死的痛苦相比要好很多。消耗极少量$(media)媒质/$。", + "mediaworks.page.macula_patterns.macula_dimensions": "返回当前的$(l:mediaworks:patterns/macula/macula_concepts#mediaworks:macula_space)$(thing)黄斑宽度和高度/$。任何足够复杂的黄斑运算均以其为基础。", + + "mediaworks.entry.black_eye": "黑眼事故", + "mediaworks.page.black_eye.1": "试图在黄斑上显示超过 32 个示像,或试图显示持续时间超过 1 天的$(l:mediaworks:patterns/macula/macula_concepts)$(thing)短暂示像/$时出现。$(p)产生黑色火花,并损伤我的黄斑,清空其上所有示像并致盲几秒。$(p)$(italic)好在失明只是暂时的……", + + "mediaworks.entry.text_visages": "文本示像", + "mediaworks.page.text_visages.1": "可显示任意文本的示像,行高恒定为 $(thing)9/$。它们能够捕获 iota 的$(italic)当前/$文本,是比$(l:patterns/basics#hexcasting:print)$(thing)揭示/$更加灵活的替代品。$(p)文本示像分为$(thing)未绑定/$和$(thing)绑定/$两种。前者可无限延伸,后者则会在超出最大宽度时换行,同时只会显示能在最大高度内完全显示的行。", + "hexcasting.spell.book.mediaworks:visage/text/unbounded": "书法家之纯化", + "mediaworks.page.text_visages.create_unbounded": "提取任意 iota 当前显示的文本,并创建一个未绑定文本示像 iota。", + "hexcasting.spell.book.mediaworks:visage/text/bounded": "书法家之提整", + "mediaworks.page.text_visages.create_bounded": "提取任意 iota 当前显示的文本,并创建一个绑定文本示像 iota,第一个数代表最大宽度,第二个代表最大高度。", + + "mediaworks.entry.mediaworks_moreiotas": "媒质工程-更多 Iota", + "mediaworks.page.mediaworks_moreiotas.1": "似乎$(thing)字符串/$与$(l:mediaworks:patterns/macula/text_visages)$(thing)文本示像/$一起使用时会表现出特殊性质。具体而言,书法家图案会提取字符串本身,而非有色带引号的显示版本,同时也允许利用古老的$(l:https://minecraft.fandom.com/wiki/Formatting_codes)格式化/$方法。", + "mediaworks.page.mediaworks_moreiotas.2": "格式化文本只需要在“代码”前加上“$(thing)&/$”,而非小节号(一般无法打出)。所有不属于格式化代码的“$(thing)&/$”则保留原样。", + + "mediaworks.entry.mediaworks_tweaks": "媒质工程的变化", + "mediaworks.page.mediaworks_tweaks.1": "近来,世界中的$(media)媒质/$流貌似稍有变化。它现在愈发……合适的用词应该是“便于操纵”?$(p)我新发现了一些传说,主要记载了施法者从$(thing)潜影盒/$中的物品抽取$(media)媒质/$的事迹,但这种现象只会在所有其他$(media)媒质/$源枯竭后发生。这些规则对$(l:items/phials)$(thing)媒质之瓶/$中的$(media)媒质/$似乎也同样有效。", + "mediaworks.page.mediaworks_tweaks.2": "选择$(media)媒质/$抽取槽位时也不会再按照物品组中$(media)媒质/$的总量的顺序依次抽取。也就是说,多次连续施法会优先消耗同一物品组,而非采用“负载均衡”策略,如此我的口袋便能更快清出空间。", + "mediaworks.page.mediaworks_tweaks.3": "佩戴于头盔槽或头饰槽的$(l:items/lens)$(thing)探知透镜/$现在也能凝聚咒术网格,和在另一只手中手持的效果相仿。然而,佩戴或持有多个透镜不会增强效果,佩戴 2 个乃至 3 个的效果和仅佩戴 1 个没什么不同。", + + "mediaworks.entry.mediaworks_containers": "媒质工程容器", + "mediaworks.page.mediaworks_containers.1": "在$(italic)经模组修改的/$世界中,容器可能不只有$(thing)潜影盒/$一种。其中某些甚至也能以同样的方式成为$(media)媒质/$$(l:mediaworks:basics/mediaworks_tweaks)$(thing)源/$!如下是我整理的一份特殊容器列表。", + + "mediaworks.page.magic_cloak.1": "许多文本都提及在地底深处的城市中,魔法大师们会穿着缀有羽毛的斗篷。这些斗篷是一位强大的法师给予他们的。那位法师成功将思绪嵌入了暗色织物的纤维之中,也正是这种织物制成了第一件羽织斗篷。$(p)倘若我真有机会找到一件,我会将后续发现一并记录在此。", + "mediaworks.page.magic_cloak.2": "世上竟然真有这种斗篷!在$(thing)深暗之域/$中经过难以想象的岁月后,织物本身的触感却新得出奇,织线存储 iota 的方式我到现在也没能复现。", + "mediaworks.page.magic_cloak.3": "$(thing)羽织斗篷/$的写入和读取操作与$(l:items/focus)$(thing)核心/$非常类似。不过,上蜡貌似没有什么作用。$(p)我还能在不脱下斗篷的情况下从中便捷地$(l:mediaworks:patterns/cloak_patterns#mediaworks:cloak/read)$(thing)读取/$,也算形貌非凡。", + "mediaworks.page.magic_cloak.4": "而谈及形貌非凡,斗篷本身可以被染成几乎任何一种颜色!这种织物会和普通的皮革装备一样吸收染料,但它可比皮革更适合我这种真正的法师。$(p)假若要去除其上的染料,放到炼药锅中清洗一遍即可。", + "mediaworks.page.magic_cloak.5": "然而,这还不是它能力的极限,$(italic)远远/$不及。我在阴暗潮湿的远古城市中发现过几本奇异的$(thing)附魔书/$,而且从未在别处发现过。也许通向强大力量之路就在附魔的秘密之中。$(p)我在后几页整理了羽织斗篷可用魔咒的列表。", + "mediaworks.page.magic_cloak.reciprocation.1": "每当我受到伤害,此魔咒会强制令斗篷回应复仇,也即自动运行其存储的 iota。空斗篷不会回应,而存有无法运行的 iota 的斗篷则会产生事故。", + "mediaworks.page.magic_cloak.reciprocation.2": "过度施法导致的生命值损失也会触发这种回应,如此就进入了某种“永动”循环,在极短的时间内耗尽我的意识。$(p)不过,若是它由于某种原因无法杀死我,这种回应便会在进行大概 50 次后停止。", + "mediaworks.page.magic_cloak.media_shield.1": "在外面附上防御层,并吸收一定比例的可格挡伤害,每级最多吸收 10%%。此效果会在护甲值计算开始前进行,且吸收的伤害会按照过度施法时生命值媒质代换比消耗等价的媒质。消耗媒质的方式与法杖施法相同。", + "mediaworks.page.magic_cloak.media_shield.2": "如果剩余的媒质不足以发挥全部能力,并且自然也无法从我身上强行逼出,则魔咒只会吸收可用媒质能吸收的伤害量。其余情况下,消耗媒质的方式与法杖施法相同。", + "mediaworks.page.magic_cloak.locale_magnification": "最为稀有的魔咒!不同等级会将我的基础影响范围分别无条件扩展 8、16、32 格。这种扩展对我的射线追踪(例如$(l:patterns/basics#hexcasting:raycast)$(thing)弓箭手之馏化/$)也有效!", + "mediaworks.page.magic_cloak.other_enchants": "羽织斗篷可穿戴,也会受损。那么推论可得,它同时也会接受同类物品(例如$(thing)鞘翅/$)可用的其他魔咒。", + "mediaworks.page.magic_cloak.other_enchants.title": "其他魔咒", + "mediaworks.page.magic_cloak.post": "$(italic)古代纸页上还有其他仓促写下的字……“他背叛了我们,他送给我们领袖的布匹只是解除我们武装的手段。幽匿将至。我得在无可挽回前离开。小心那些暗色的织物……”$(p)我应该远离此处和其中的珍宝。这些布料附有诅咒,任何强大能力带来的诱惑都无法否认这一点。$(p)但这又能坏到哪里去呢?/$", + + "mediaworks.entry.media_patterns": "媒质工程", + "mediaworks.page.media_patterns.get_media": "返回当前咒术可用的$(media)媒质/$总量,以$(l:items/amethyst)$(item)紫水晶粉/$计,过度施法不计入。", + "mediaworks.page.media_patterns.get_entity_media.1": "返回物品实体中的$(media)媒质/$量,如果是玩家则返回其物品栏中的$(media)媒质/$量,以$(l:items/amethyst)$(item)紫水晶粉/$计。不适用则返回 0。", + "mediaworks.page.media_patterns.get_entity_media.2": "奇怪的是,$(l:items/hexcasting)$(thing)施法物品/$中的$(media)媒质/$量无法读取:它们不计入玩家的$(media)媒质/$总量。然而,这种隐秘在仔细的审视之下无所遁形:直接对施法物品的物品实体施放,则确实会返回其中的$(media)媒质/$量。", + "mediaworks.page.media_patterns.get_pos_media.1": "返回所给位置处容器中的$(media)媒质/$总量,以$(l:items/amethyst)$(item)紫水晶粉/$计。不适用则返回 0。对某种$(l:greatwork/impetus)$(thing)特殊的容器/$也有效。", + "mediaworks.page.media_patterns.get_pos_media.2": "容器中的$(l:items/hexcasting)$(thing)施法物品/$不计入$(media)媒质/$总量。", + + "mediaworks.entry.cloak_patterns": "斗篷工程", + "mediaworks.page.cloak_patterns.cloak_read.1": "古代的故事描述了一位人物,他拥有无可比拟的伟力,却对行于日光下的万事万物温柔有加。他伟大成就的其中之一,便是以尘和羽编织出了第一份$(l:mediaworks:items/magic_cloak)$(thing)羽织斗篷/$织料。", + "mediaworks.page.cloak_patterns.cloak_read.2": "此图案可将身上羽织斗篷中所存的 iota 直接读出,不需再脱下后采用$(l:patterns/readwrite)$(thing)传统方法/$。" +} \ No newline at end of file diff --git a/projects/1.20-fabric/assets/modrinth-merlingsgrace/merlingsgrace/lang/en_us.json b/projects/1.20-fabric/assets/modrinth-merlingsgrace/merlingsgrace/lang/en_us.json new file mode 100644 index 000000000000..27b9ae344d4f --- /dev/null +++ b/projects/1.20-fabric/assets/modrinth-merlingsgrace/merlingsgrace/lang/en_us.json @@ -0,0 +1,6 @@ +{ + "hexcasting.action.merlingsgrace:merlingsgrace": "Merling's Grace", + "hexcasting.mishap.wrong_origin.single": "Can only be cast by a %s", + "merlingsgrace.entry.merlingsgrace": "Merling's Grace", + "merlingsgrace.page.merlingsgrace": "Applies $(thing)Dolphin's Grace/$. Costs one $(l:items/amethyst)$(item)Amethyst Dust/$ per 3 seconds. Can only be cast by Merlings" +} \ No newline at end of file diff --git a/projects/1.20-fabric/assets/modrinth-merlingsgrace/merlingsgrace/lang/zh_cn.json b/projects/1.20-fabric/assets/modrinth-merlingsgrace/merlingsgrace/lang/zh_cn.json new file mode 100644 index 000000000000..b4eeb10b722c --- /dev/null +++ b/projects/1.20-fabric/assets/modrinth-merlingsgrace/merlingsgrace/lang/zh_cn.json @@ -0,0 +1,6 @@ +{ + "hexcasting.action.merlingsgrace:merlingsgrace": "人鱼族的恩惠", + "hexcasting.mishap.wrong_origin.single": "只能由%s施放", + "merlingsgrace.entry.merlingsgrace": "人鱼族的恩惠", + "merlingsgrace.page.merlingsgrace": "给予$(thing)海豚的恩惠/$。每 3 秒消耗 1 个$(l:items/amethyst)$(item)紫水晶粉/$。只能由人鱼族施放。" +} \ No newline at end of file