diff --git a/projects/1.20-fabric/assets/modrinth-hexical/hexical/lang/en_us.json b/projects/1.20-fabric/assets/modrinth-hexical/hexical/lang/en_us.json new file mode 100644 index 000000000000..58b279c63afb --- /dev/null +++ b/projects/1.20-fabric/assets/modrinth-hexical/hexical/lang/en_us.json @@ -0,0 +1,806 @@ +{ + "advancement.hexical:root.title": "A Hexical Day", + "advancement.hexical:root.description": "Begin your exploration of Hexical!", + "advancements.hexical.acquire_arch_lamp.title": "Guardian Genie", + "advancements.hexical.acquire_arch_lamp.description": "Acquire an archgenie lamp.", + "advancements.hexical.acquire_hand_lamp.title": "Diamond in the Rough", + "advancements.hexical.acquire_hand_lamp.description": "Acquire a hand genie lamp.", + "advancements.hexical.reload_lamp.title": "Phenomenal Cosmic Powers!", + "advancements.hexical.reload_lamp.description": "Reload the lamp.", + "advancements.hexical.educate_lamp.title": "New Order", + "advancements.hexical.educate_lamp.description": "Educate the genie with new instructions.", + "advancements.hexical.specklike.title": "Integrated Reality", + "advancements.hexical.specklike.description": "Like augmented reality, but real.", + "advancements.hexical.diy_conjuring.title": "DIY Conjuring!", + "advancements.hexical.diy_conjuring.description": "Add a custom modifier to a mage block.", + "advancements.hexical.conjure_hexxy.title": "Conjure Hexxy", + "advancements.hexical.conjure_hexxy.description": "Give Hexxy a physical form in your world.", + "advancements.hexical.conjure_cake.title": "The Cake is a Lie", + "advancements.hexical.conjure_cake.description": "Summon a free cake from a mysterious benefactor.", + "block.hexical.hex_candle_cake": "Hex Candle Cake", + "block.hexical.casting_carpet": "Casting Carpet", + "block.hexical.hex_candle": "Hex Candle", + "block.hexical.mage_block": "Mage Block", + "block.hexical.media_jar": "Media Jar", + "block.hexical.pedestal": "Pedestal", + "block.hexical.periwinkle": "Periwinkle", + "block.hexical.sentinel_bed": "Sentinel Bed", + "death.attack.magic_missile": "%1$s was struck with arcane force by %2$s", + "death.attack.magic_missile.item": "%1$s was struck with arcane force by %2$s using %3$s", + "death.attack.spike": "%1$s was punctured by %2$s", + "death.attack.spike.item": "%1$s was punctured by %2$s using %3$s", + "dye.hexical.uncolored": "Uncolored", + "dye.hexical.white": "White", + "dye.hexical.orange": "Orange", + "dye.hexical.magenta": "Magenta", + "dye.hexical.light_blue": "Light Blue", + "dye.hexical.yellow": "Yellow", + "dye.hexical.lime": "Lime", + "dye.hexical.pink": "Pink", + "dye.hexical.gray": "Gray", + "dye.hexical.light_gray": "Light Gray", + "dye.hexical.cyan": "Cyan", + "dye.hexical.purple": "Purple", + "dye.hexical.blue": "Blue", + "dye.hexical.brown": "Brown", + "dye.hexical.green": "Green", + "dye.hexical.red": "Red", + "dye.hexical.black": "Black", + "effect.hexical.wooleyed": "Wooleyed", + "effect.hexical.wooleyed.description": "Helps me unsee some of the horrors I have seen.", + "emi.category.hexical.dyeing": "Dye Spell", + "emi.category.hexical.transmuting": "Transmuting", + "entity.hexical.animated_scroll": "Animated Scroll", + "entity.hexical.magic_missile": "Magic Missile", + "entity.hexical.mesh": "Mesh", + "entity.hexical.speck": "Speck", + "entity.hexical.spike": "Amethyst Spike", + "key.categories.hexical": "Hexical", + "key.hexical.evoke": "Evoke", + "key.hexical.open_hexbook": "Open Hex Notebook", + "key.hexical.telepathy": "Call Telepathy", + "item.hexical.animated_scroll_small": "Small Animated Scroll", + "item.hexical.animated_scroll_medium": "Medium Animated Scroll", + "item.hexical.animated_scroll_large": "Large Animated Scroll", + "item.hexical.arch_lamp": "Archgenie Lamp", + "item.hexical.curio_beauty": "Beauty Curio", + "item.hexical.curio_bismuth": "Bismuth Curio", + "item.hexical.curio_charm": "Charm Curio", + "item.hexical.curio_clover": "Clover Curio", + "item.hexical.curio_compass": "Compass Curio", + "item.hexical.curio_conch": "Conch Curio", + "item.hexical.curio_cube": "Cube Curio", + "item.hexical.curio_down": "Down Curio", + "item.hexical.curio_flute": "Flute Curio", + "item.hexical.curio_handbell": "Handbell Curio", + "item.hexical.curio_heart": "Heart Curio", + "item.hexical.curio_interlock": "Interlock Curio", + "item.hexical.curio_key": "Key Curio", + "item.hexical.curio_staff": "Staff Curio", + "item.hexical.curio_strange": "Strange Curio", + "item.hexical.curio_truth": "Truth Curio", + "item.hexical.curio_up": "Up Curio", + "item.hexical.grimoire": "Grimoire", + "item.hexical.hand_lamp": "Hand Genie Lamp", + "item.hexical.hex_gummy": "Hex Gummy", + "item.hexical.hexburst": "Hexburst", + "item.hexical.hextito": "Hextito", + "item.hexical.gauntlet_staff": "Gauntlet Staff", + "item.hexical.media_log": "Media Log", + "item.hexical.media_log.0": "Media Log", + "item.hexical.media_log.1": "Error Log", + "item.hexical.lei": "Lei", + "item.hexical.lightning_rod_staff": "Lightning Rod Staff", + "item.hexical.plush_hexxy": "Hexxy", + "item.hexical.plush_irissy": "Irissy", + "item.hexical.plush_pentxxy": "Pentxxy", + "item.hexical.plush_quadxxy": "Quadxxy", + "item.hexical.plush_thothy": "Thothy", + "item.hexical.plush_flexxy": "Flexxy", + "item.hexical.scarab_beetle": "Scarab Beetle", + "item.hexical.tchotchke": "Tchotchke", + "item.minecraft.potion.effect.wooleyed": "Potion of Wooleyeing", + "item.minecraft.splash_potion.effect.wooleyed": "Splash Potion of Wooleyeing", + "item.minecraft.lingering_potion.effect.wooleyed": "Lingering Potion of Wooleyeing", + "item.minecraft.tipped_arrow.effect.wooleyed": "Arrow of Wooleyeing", + "item.minecraft.potion.effect.long_wooleyed": "Potion of Wooleyeing", + "item.minecraft.splash_potion.effect.long_wooleyed": "Splash Potion of Wooleyeing", + "item.minecraft.lingering_potion.effect.long_wooleyed": "Lingering Potion of Wooleyeing", + "item.minecraft.tipped_arrow.effect.long_wooleyed": "Arrow of Wooleyeing", + "item.minecraft.potion.effect.strong_wooleyed": "Potion of Wooleyeing", + "item.minecraft.splash_potion.effect.strong_wooleyed": "Splash Potion of Wooleyeing", + "item.minecraft.lingering_potion.effect.strong_wooleyed": "Lingering Potion of Wooleyeing", + "item.minecraft.tipped_arrow.effect.strong_wooleyed": "Arrow of Wooleyeing", + "itemGroup.hexical.general": "Hexical", + "stat.hexical.evocation": "Times Wololoed", + "subtitles.hexical.amethyst_melt": "Amethyst melts", + "subtitles.hexical.item_dunks": "Item submerges", + "subtitles.hexical.evoking_murmur": "Player chants", + "subtitles.hexical.evoking_casts": "Player casts", + "subtitles.hexical.lamp_activate": "Lamp activates", + "subtitles.hexical.lamp_deactivate": "Lamp deactivates", + "subtitles.hexical.player_slurp": "Player slurps", + "subtitles.hexical.handbell_chimes": "Handbell chimes", + "subtitles.hexical.replenish_air": "Lungs inflate", + "subtitles.hexical.scarab_chirps": "Scarab chirps", + "subtitles.hexical.sudden_realization": "Idea pops", + + "hexical.autograph.header": "Autographed by:", + "hexical.charmed": "Charmed", + "hexical.cracked.cracked": "Cracked", + "hexical.cracked.hex": "Cracked Hex: %s", + "hexical.grimoire.contains": "Contains bindings for ", + "hexical.hexburst.iota": "Held Iota: %s", + "hexical.hextito.hex": "Held Hex: %s", + "hexical.scarab.hex": "Trained Hex: %s", + "hexical.recipe.media_free": "Free", + "hexical.recipe.media_cost": "Costs %s dust", + "hexical.recipe.media_yield": "Yields %s dust", + "hexical.ledger.stack": "Last Stack Before Mishap:", + "hexical.ledger.mishap": "Last Mishap Message:", + "hexical.mage_block.bouncy": "Bouncy", + "hexical.mage_block.lifespan": "Lifespan: %d", + "hexical.mage_block.redstone": "Energized: %d", + "hexical.mage_block.volatile": "Volatile", + + "hexcasting.mishap.bad_block.akashic_bookshelf": "an akashic bookshelf", + "hexcasting.mishap.bad_block.mage_block": "a mage block", + "hexcasting.mishap.bad_block.pedestal": "a pedestal", + "hexcasting.mishap.bad_block.flower_spawnable": "air or a flower pot", + "hexcasting.mishap.bad_block.rotatable": "a block with direction", + "hexcasting.mishap.bad_block.solid_platform": "a solid platform", + "hexcasting.mishap.bad_item.animated_scroll": "an animated scroll", + "hexcasting.mishap.bad_item.anything": "any item", + "hexcasting.mishap.bad_item.crackable_item": "a device capable of casting Hexes or a curio", + "hexcasting.mishap.bad_item.firework_star": "a firework star", + "hexcasting.mishap.bad_item.grimoire": "a grimoire", + "hexcasting.mishap.bad_item.nonfull_grimoire": "a grimoire with less than 512 bindings", + "hexcasting.mishap.bad_item.has_brain": "a villager capable of thought", + "hexcasting.mishap.bad_item.autographed": "an autographed item", + "hexcasting.mishap.bad_item.hand_lamp": "a Hand Genie Lamp", + "hexcasting.mishap.bad_item.lamp": "a lamp", + "hexcasting.mishap.bad_item.mesh": "a mesh", + "hexcasting.mishap.bad_item.scarab_beetle": "a scarab beetle", + "hexcasting.mishap.bad_item.smart_villager": "a Journeyman or greater level villager", + "hexcasting.mishap.bad_item.sniffer": "a sniffer", + "hexcasting.mishap.bad_item.speck": "a speck", + "hexcasting.mishap.bad_item.specklike": "a specklike entity", + "hexcasting.mishap.bad_item.target.smelting": "an item able to be smelted in a furnace", + "hexcasting.mishap.bad_item.target.roasting": "an item able to be smelted in a campfire", + "hexcasting.mishap.bad_item.target.smoking": "an item able to be smelted in a smoker", + "hexcasting.mishap.bad_item.target.blasting": "an item able to be smelted in a blast furnace", + "hexcasting.mishap.bad_item.target.stonecutting": "an item able to be cut in a stonecutter", + "hexcasting.mishap.bad_item.uncharmed": "an uncharmed item", + "hexcasting.mishap.invalid_value.axis_vector": "an axis vector", + "hexcasting.mishap.invalid_value.horizontal_axis_vector": "a horizontal axis vector", + "hexcasting.mishap.invalid_value.class.dye": "a dye", + "hexcasting.mishap.invalid_value.class.pigment": "a pigment", + "hexcasting.mishap.invalid_value.conjurable_flora_id": "an identifier of a conjurable flower type", + "hexcasting.mishap.invalid_value.entity_or_vector": "an entity or a vector", + "hexcasting.mishap.invalid_value.hopper_source": "an iota that represents a source of items", + "hexcasting.mishap.invalid_value.hopper_destination": "an iota that represents a receiver of items", + "hexcasting.mishap.invalid_value.inventory": "an iota that represents an inventory", + "hexcasting.mishap.invalid_value.lesser_sentinel_list": "a list of vectors", + "hexcasting.mishap.invalid_value.mesh_design": "a list of up to 32 vectors with magnitudes less than 10", + "hexcasting.mishap.invalid_value.nonempty_list": "a non-empty list", + "hexcasting.mishap.invalid_value.number_list": "a list of numbers", + "hexcasting.mishap.invalid_value.number_or_vector": "a number or a vector", + "hexcasting.mishap.invalid_value.small_vector": "a vector of length 2 or less", + "hexcasting.mishap.invalid_value.text_list": "a list of text iota", + "hexcasting.mishap.invalid_value.to_pigment": "a colored dye, identifier of a pigment item, an item entity containing a pigment, or a player", + "hexcasting.mishap.invalid_value.colored_dye": "a colored dye", + "hexcasting.mishap.invalid_value.colored_dye_list": "a list of colored dyes", + "hexcasting.mishap.invalid_value.vector_list": "a list of vectors", + "hexcasting.mishap.hexical:active_arch_lamp": "Expected to be cast by an Archgenie Lamp or an Archgenie Lamp in the caster's inventory.", + "hexcasting.mishap.hexical:can_not_dye": "Can not dye target or target can not support that color", + "hexcasting.mishap.hexical:inedible_wristpocket": "Wristpocketed item is not edible.", + "hexcasting.mishap.hexical:magic_missile_coordinates": "Could not identify any form of spatial axis.", + "hexcasting.mishap.hexical:needs_charmed_item": "Expected to be cast by a charmed item.", + "hexcasting.mishap.hexical:needs_lamp": "Expected to be cast by a genie.", + "hexcasting.mishap.hexical:needs_hand_lamp": "Expected to be cast by a hand genie.", + "hexcasting.mishap.hexical:needs_staff": "Expected to be cast by a staff.", + "hexcasting.mishap.hexical:outside_circle": "Spell exceeds the domain of the spell circle.", + "hexcasting.mishap.hexical:illegal_jailbreak": "Attempted to crack a casting device with a Hex in it.", + "hexcasting.mishap.hexical:invalid_slot": "%d does not fit in the capabilities of the inventory specified by %s.", + "hexcasting.mishap.hexical:no_prestidigitation": "Target had no prestidigitation effects.", + + "hexcasting.action.book.hexical:get_arch_lamp_position": "Arch. Refl.: Spatial", + "hexcasting.action.book.hexical:get_arch_lamp_rotation": "Arch. Refl.: Rotational", + "hexcasting.action.book.hexical:get_arch_lamp_velocity": "Arch. Refl.: Kinetic", + "hexcasting.action.book.hexical:get_arch_lamp_use_time": "Arch. Refl.: Temporal", + "hexcasting.action.book.hexical:get_arch_lamp_media": "Arch. Refl.: Media", + "hexcasting.action.book.hexical:get_arch_lamp_storage": "Arch. Refl.: Memory", + "hexcasting.action.book.hexical:get_hand_lamp_position": "Genie Refl.: Spatial", + "hexcasting.action.book.hexical:get_hand_lamp_rotation": "Genie Refl.: Rotational", + "hexcasting.action.book.hexical:get_hand_lamp_velocity": "Genie Refl.: Kinetic", + "hexcasting.action.book.hexical:get_hand_lamp_use_time": "Genie Refl.: Temporal", + "hexcasting.action.book.hexical:get_hand_lamp_media": "Genie Refl.: Media", + "hexcasting.action.book.hexical:get_hand_lamp_storage": "Genie Refl.: Memory", + "hexcasting.action.book.hexical:has_autograph": "Authenticator's Dstl.", + "hexcasting.action.book.hexical:right_click_other": "Manipulative Purif.", + "hexcasting.action.book.hexical:serialize_pattern": "Chirographer's Purif.", + "hexcasting.action.book.hexical:deserialize_pattern": "Calligrapher's Purif.", + "hexcasting.action.book.hexical:shuffle_pattern": "Glyphmaker's Dstl.", + "hexcasting.action.book.hexical:read_shelf": "Librarian's Purif. II", + "hexcasting.action.book.hexical:zone_specklike": "Zone Dstl.: Specklike", + "hexcasting.action.book.hexical:modify_block_bouncy": "Bouncy", + "hexcasting.action.book.hexical:modify_block_energized": "Energized", + "hexcasting.action.book.hexical:modify_block_ephemeral": "Ephemeral", + "hexcasting.action.book.hexical:modify_block_invisible": "Invisible", + "hexcasting.action.book.hexical:modify_block_volatile": "Volatile", + + "hexical.page.hexical_changes.title": "Hexical Changes", + "hexical.page.hexical_changes.0": "I feel strangely more in tune with the ambient _media around me. It feels $(o)friendlier$() somehow. I can even feel it rippling around me, responding to my actions, as if engaging with me. The _media also feels more malleable, more $(o)workable$(); I sense I am able to manipulate it into more precise and specific specialized effects. I can also bring up my $(item)Hex Notebook$() by pressing $(thing)$(k:hexical.open_hexbook).", + "hexical.page.hexical_changes.1": "I also find my tools more familiar. I don't require the same level of caution with my $(l:items/staff)$(item)Staff$() and can move around during casting, handy for chasing down targets that get out of my line of sight before I can finish my raycast. I shouldn't become too inattentive though, Nature has not become more forgiving of my miscalculations. I can also write directly into my $(l:items/abacus)$(item)Abacus$() with $(l:patterns/readwrite#hexcasting:write)$(action)Scribe's Gambit$().", + "hexical.page.lightning_rod_staff.0": "By fixing a $(item)Block of Amethyst$() to some $(item)Lightning Rods$(), I can make quite the impressive $(l:items/staff)$(item)Staff$(). It is quite weighty to wield but feels absolutely $(o)electrifying$() to use.", + "hexical.page.lightning_rod_staff.1": "$(o)I learned there are troubles$(br)Of more than one kind.$(br)Some come from ahead$(br)And some come from behind.$(br2)But I've bought a big bat.$(br)I'm all ready, you see.$(br)Now my troubles are going$(br)To have troubles with $(l)me!$()", + "hexical.page.gauntlet_staff.0": "$(l:items/staff)$(item)Staves$() are quite heavy to wield and finnicky to hold. Should I tire of them, I can construct a gauntlet-like device that will allow me to grasp and warp the _media to my will with my own hands.", + "hexical.page.gauntlet_staff.1": "$(o)Even the wand itself seems impractical to me. If you need something to grasp and shape the aura, it should be something appropriate. Something like a glove.$()$(br2)- Strange notes I have recovered from an odd book. Clearly this \"aura\" they speak of is _media.", + + "hexical.page.grimoire.title": "Grimoires", + "hexical.page.grimoire.0": "By encrusting an $(item)Enchanted Book$() with $(l:items/amethyst)$(item)Charged Amethyst$() and $(l:items/edified)$(item)Edified Wood$()$(), it traps _media within the pages like an echo chamber. I can then introduce up to 512 pattern-to-pattern-list bindings for the $(item)Grimoire$() to keep bouncing endlessly inside.", + "hexical.page.grimoire.1": "When I cast a $(l:patterns/patterns_as_iotas)pattern$() that has been associated with a list using my $(l:items/staff)$(item)Staff$() with the $(item)Grimoire$() in my inventory or my $(thing)Ender Chest$(), Nature pretends I had drawn the full list, allowing me to create shortcuts for common mantras or large patterns. The $(item)Grimoire$() can even overwrite Nature's $(l:patterns/patterns_as_iotas)patterns$().$(br2)$(o)If there's a book that you want to read, but it hasn't been written yet, then you must write it.$()", + "hexcasting.action.hexical:write_grimoire": "Write Grimoire", + "hexical.page.write_grimoire.summary": "Associates a pattern to a list of patterns in the $(item)Grimoire$() in my offhand.", + "hexcasting.action.hexical:erase_grimoire": "Erase Grimoire", + "hexical.page.erase_grimoire.summary": "Erases any associations for a pattern that may exist in the $(item)Grimoire$() in my offhand.", + "hexcasting.action.hexical:index_grimoire": "Archivist Reflection", + "hexical.page.index_grimoire.summary": "Gets a list of all patterns modified by the $(item)Grimoire$() in my offhand.", + + "hexical.page.scarab.title": "Scarab Beetle", + "hexical.page.scarab.0": "A $(item)Scarab Beetle$() is an amulet that can intercept patterns rejected by Nature.$(br2)When activated and in my inventory or $(thing)Ender Chest$(), whenever a _Hex connected to my person casts a pattern that has no meaning to Nature, it prevents the mishap and casts its own _Hex.$(br2)$(o)Whatever. Go my scarab.$()", + "hexical.page.scarab.1": "I can instruct my scarab how to judge these \"illegal\" patterns and how to replace it with a different set of patterns instead. This allows me to make $(o)new$() patterns that work seamlessly for only me, even in $(l:items/hexcasting)$(item)casting devices$().", + "hexical.page.scarab.2": "I can teach them a _Hex to use by using $(l:patterns/readwrite#hexcasting:write)$(action)Scribe's Gambit$(). I can see their learned _Hex by hovering over them, but it can not be read with $(l:patterns/readwrite#hexcasting:read)$(action)Scribe's Reflection$(). I can reteach them at any time.$(br2)When an illegal pattern is cast, it is pushed to the stack as an iota rather than mishapping. The $(item)Scarab$() then casts its learned _Hex, and the remainder of the original _Hex continues.", + "hexical.page.scarab.3": "$(item)Scarabs$() essentially allow me to create my own patterns that work seamlessly in my $(l:items/staff)$(item)Staff$() or the $(l:items/hexcasting)$(item)casting devices$() I wield.$(br2)I shall find these patterns concerning the $(l:patterns/pattern_manipulation)meta-manipulation of patterns$() useful if I want to implement advanced processing. I could theoretically create entire infinite families of patterns, similar to the $(l:patterns/numbers)number literals$() and $(l:patterns/stackmanip#hexcasting:mask)$(action)Bookkeeper's Gambits$().", + + "hexical.page.animated_scroll.title": "Animated Scrolls", + "hexical.page.animated_scroll.0": "I can $(l:items/media_jar)infuse$() $(l:items/scroll)$(item)Scrolls$() with a bit of _media to create $(item)Animated Scrolls$() that move and writhe like the patterns I draw with my $(l:items/staff)$(item)Staff$().$(br2)The scroll can accept a lone $(l:patterns/patterns_as_iotas)pattern iota$() or a whole list of patterns.$(br2)$(o)You can't be a proper writer without a touch of madness, can you?$()", + "hexical.page.animated_scroll.1": "For a list of patterns, it displays one at a time and changes once per second. Two with the same content automatically sync up.", + "hexical.page.animated_scroll.2": "I can read and write to these scrolls remotely using $(l:patterns/readwrite#hexcasting:read/entity)$(action)Chronicler's Purification$() and $(l:patterns/readwrite#hexcasting:write/entity)$(action)Chronicler's Gambit$() respectively.", + "hexical.page.animated_scroll.3": "There exists a collection of spells can alter $(item)Animated Scrolls$(). I have documented them on the following pages.", + "hexcasting.action.hexical:normalize_scroll": "Restore Scroll", + "hexical.page.normalize_scroll.summary": "Restores the parchment of a scroll to an unmodified state.", + "hexcasting.action.hexical:age_scroll": "Age Scroll", + "hexical.page.age_scroll.summary": "Yellows the parchment of an $(item)Animated Scroll$(), making it bear striking semblance to some ancient scrolls I've been finding.", + "hexcasting.action.hexical:vanish_scroll": "Vanish Scroll", + "hexical.page.vanish_scroll.summary": "Causes the $(item)Animated Scroll$() to become invisible leaving only the pattern, making it appear as though the pattern were magically etched into the surface the scroll is on.", + "hexcasting.action.hexical:color_scroll": "Dye Ink", + "hexical.page.color_scroll.summary": "Changes the color of an $(item)Animated Scroll's$() ink to the color specified by the vector, with the components being 0 to 1 values of red, green, and blue respectively.", + "hexcasting.action.hexical:glow_scroll": "Illuminate Ink", + "hexical.page.glow_scroll.summary": "Causes the ink of an $(item)Animated Scroll$() to brightly glow, regardless of lighting conditions.", + + "hexical.page.hex_candle.title": "Hex Candles", + "hexical.page.hex_candle.0": "When ignited for the first time, either $(l:patterns/spells/prestidigitation)magically$() or with a $(item)Flint and Steel$(), these delightful little candles have pale white flames. Their flames change to copy the $(l:items/pigments)Pigment$() of anyone who interacts with them. I can also give them a $(item)$(l:items/pigments)Pigment$() item directly to change its color.$(br2)To extinguish, sneak use.", + "hexical.page.hex_candle.1": "Like with regular $(item)Candles$(), I can place them on $(item)Cakes$() as well.$(br2)$(o)The doctor found himself in an immense cave lined with countless quivering candles, each representing the duration of a life.$()", + + "hexical.page.media_jar.title": "Media Jar", + "hexical.page.media_jar.0": "I can melt down all my $(l:items/amethyst)$(item)Amethyst$() in this little jar! Unfortunately, the glass is too thick for me to draw _media through it, although I have read tales that ancient _Hexcasters were able to solve this issue and were able to bottle up liquid _media in some kind of flask to use in their _Hexes. However, this $(item)Media Jar$() also has some fascinating properties for recycling _media.", + "hexical.page.media_jar.description": "$(o)There, sure enough, she saw the faint translucent outline of something aboout the size of a hen's egg. There was just a touch of color in it, a pale sea-green, soft and shimmering and very beautiful.", + "hexical.page.media_jar.1": "I can dunk items into the $(item)Jar$() to fill or imbue it with _media. Items not designed for the containment of _media are vulnerable to seepage, allowing the _media to soak in and $(o)transmute$() the item in a variety of unpredictable and surprising ways.$(br2)This can be done in-world by using an item on the $(item)Jar$(), in my inventory just like a $(item)Bundle$(), a $(item)Hopper$() to insert and extract items, or the $(l:patterns/spells/hopper)$(action)Hopper$() spell.", + "hexical.recipe.alchemists_take_this.header": "Make Gold", + "hexical.recipe.alchemists_take_this.text": "Transmutes copper ingots to gold. An alchemist's dreams.", + "hexical.recipe.thoughtknot.header": "Weave Thought-Knot", + "hexical.recipe.thoughtknot.text": "Crafts $(l:items/thought_knot)$(item)Thought-Knots$() by submerging $(item)String$() in a large volume of _media rather than brushing an $(l:items/amethyst)$(item)Amethyst Dust$() on it. A slightly more efficient recipe.", + "hexical.recipe.unthoughtknot.header": "Release Memory", + "hexical.recipe.unthoughtknot.text": "Sucks the _media out of a $(l:items/thought_knot)$(item)Thought-Knot$(). Loses _media compared to the crafting recipe, but useful for recycling the little bit of _media.", + "hexical.recipe.cry_obsidian.header": "Sadden Obsidian", + "hexical.recipe.cry_obsidian.text": "Infuses $(item)Obsidian$() with _media which leaks out of it, giving it a distinctive crying appearance.", + "hexical.recipe.uncry_obsidian.header": "Calm Obsidian", + "hexical.recipe.uncry_obsidian.text": "Returns the _media from $(item)Crying Obsidian$().$(br2)$(o)Therapy! :D$()", + "hexical.recipe.fossil_fuel.header": "Coal", + "hexical.recipe.fossil_fuel.text": "Transforms $(item)Charcoal$() into $(item)Coal$() by infusing thought into it and then immediately killing it. Good for compacting.", + "hexical.recipe.renewable_fuel.header": "Charcoal", + "hexical.recipe.renewable_fuel.text": "Transforms $(item)Coal$() into $(item)Charcoal$(). Why?", + + "hexical.page.casting_carpet.title": "Casting Carpets", + "hexical.page.casting_carpet.0": "I can weave $(l:items/amethyst)$(item)Amethyst$() into any ordinary rug to create this wonderfully comfy rug. Stepping on the carpet, I can feel the _media coursing under my feet. It feels disorienting but surprisingly puts me at peace.$(br2)I feel very inspired, as if I were wearing a $(l:items/lens)$(item)Scrying Lens$() although weaker. My _Hexcasting vision seems to have been expanded.", + "hexical.page.casting_carpet.1": "$(o)Why is the red carpet red? It can be any color.$()", + + "hexical.page.media_log.title": "Media Logs", + "hexical.page.media_log.0": "_Hexcasting is an Art just waiting for me to lose track of my casting and Nature is all too ready to punish my carelessness the moment it happens.$(br2)Fortunately, Nature also provides a method for me to reflect on my folly... only after suffering the consequences of them, of course.", + "hexical.page.media_log.1": "They call it the $(item)$(m)Error$() $(item)Media Log$(). I simply stab a shard of $(l:items/amethyst)$(item)Amethyst$() through an $(l:items/edified)$(item)Edified Log$() and for some reason, Nature is now ready to spill my errors straight into my mind.", + "hexical.page.media_log.2": "The $(item)Media Log$() will only capture mistakes cast by my $(l:items/staff)$(item)Staff$() and the $(l:items/hexcasting)casting devices$() I use.$(br2)By holding it tightly and meditating on it, it reveals to me the last handful of patterns cast sequentially (even by other $(l:patterns/meta)patterns$(), all flattened out into a linear stream), the mishap that occured, and the top few iotas of the stack right before mishap.", + "hexical.page.media_log.3": "I could hypothetically use it as a method of examining the contents of a $(l:items/hexcasting)casting device$() after casting it, although the short backlog of patterns makes getting a complete _Hex out of anything but the simplest items impossible.$(br2)$(o)Now you may only see a pile of receipts, but I see a story. I can see where this story is going. It does not look good.$()", + + "hexical.page.sentinel_bed.title": "Sentinel Beds", + "hexical.page.sentinel_bed.0": "The $(item)Lodestone$() inside seems to make this block $(o)and the entities shoved in it$() always within my _Hexes' ambit, although I prefer to believe the $(item)Wool$() invites my $(l:patterns/spells/sentinels)$(thing)Sentinel$(). Cats seem to find it cozy too, like a lit furnace or a bed.$(br2)I hear rumors of ancient _Hexcasters using this as some kind of iota storage from any range but I struggle to imagine how.", + "hexical.page.sentinel_bed.1": "$(o)A comfy bed for my sentinel, it always seems eager to return to it.$()", + + "hexical.page.periwinkle.title": "Periwinkle", + "hexical.page.periwinkle.0": "There is an long-extinct species of flowers called $(item)Periwinkles$(). In addition to looking pretty, they have great calming abilities; ancient _Hexcasters used them to cope with the great horrors that comes with the Art.$(br2)$(o)A special flower for a special person.$()", + "hexcasting.action.hexical:periwinkle": "Induce Digging", + "hexical.page.periwinkle.summary": "Fortunately, the Art of _Hexcasting is a versatile one and provides the means to bring back near anything.", + "hexical.page.periwinkle.1": "I believe that there is a certain creature capable of $(o)sniffing$() out these flowers. I can cast the previous spell on these $(thing)Sniffers$() to compel them to immediately drop down and unearth these flowers for me.$(br2)Such a perversion of free will comes at a cost, around three $(l:items/amethyst)$(item)Charged Amethyst$(). There may also be the occasional harmless mental $(o)error$(); I am not infallible after all, especially working with something as complex as the mind.", + "hexical.page.periwinkle.2": "Some magic must be at play here: $(thing)Sniffers$() can dig up $(item)Periwinkles$() from any block at all, even inorganic ones or ones orginating from other planes of reality.$(br2)I imagine that the spell doesn't just \"ask\" the $(thing)Sniffer$() to find the flowers; it $(o)conjures$() them. It fishes around in the brain for the memory of $(item)Periwinkle$() and from that, it receives a template which it instantiates and allows the $(thing)Sniffer$() to dig up. And if it can do it, so $(l:patterns/spells/conjure_flora)can I$().", + + "hexical.page.lei.summary": "Once I have recovered some $(l:items/periwinkle)$(item)Periwinkles$(), I can string the flowers into a $(item)Lei$()! The $(item)Lei$() provides a few boons reminiscent of the $(l:items/lens)$(item)Scrying Lens$(), although noticeably weaker.", + "hexical.page.lei.description": "When worn, the naturally calming abilities of $(l:items/periwinkle)$(item)Periwinkles$() helps to ward off my fall into madness. This is most noticeable in that it prevents Nature from claiming my life as payment for _Hexes.$(br2)A $(item)Lei$() can be placed on another person who is not wearing a helmet. _Hexcasters did this as a sign of endearment and affection due to the $(item)Lei$()'s protective abilities, as well as the effort of obtaining the flowers.", + + "hexical.page.plushies.title": "Plushies", + "hexical.page.plushies.0": "The ancient _Hexcasters have created these delightful $(item)Plushies$()! They seem to be references to some of the patterns I use in _Hexcasting. I'm not sure if they do anything, but they are a lovely little collector's item.$(br2)The occasional wandering merchant might have picked up one or two during their travels.", + "hexical.page.plushies.hexxy": "This one looks slightly deranged. I feel slightly anxious having it in my inventory.", + "hexical.page.plushies.thothy": "This one seems to sleeping. I feel strangely assured with it on me, as if it were watching over me.", + "hexical.page.plushies.irissy": "This one seems to stare directly at me no matter where I put it. What have you seen, great Irissy?", + "hexical.page.plushies.quadxxy": "This one might have been made by a bad craftsman. It's not even on a hexagonal grid!", + "hexical.page.plushies.pentxxy": "... I'm starting to think these were made intentionally.", + "hexical.page.plushies.flexxy": "The $(o)detail$() on this plushie is unnaturally good. Flexxy must have been quite the idol for this much effort to be poured into its effigy.", + + "hexical.page.wooleyed_potion.title": "Potions of Wooleyeing", + "hexical.page.wooleyed_potion.0": "These $(item)Potions$() let me forget some of the eldritch knowledge _Hexcasting provides. A base dose removes my ability to trade my own life for _media, useful if I do not want to be carried off from a mere miscalculation. Higher potencies remove the ability to cast great spells entirely, possibly useful as an offensive tool.$(br2)$(o)It is unseen.$()", + "hexical.page.wooleyed_potion.header": "Potion of Wooleyeing", + "hexical.page.wooleyed_potion.1": "I can brew one by boiling a $(l:items/periwinkle)$(item)Periwinkle$() into a simple $(item)Awkward Potion$(). $(item)Glowstone Dust$() and $(item)Redstone Dust$() have their standard amplifying and lengthening effects, as with most potions.", + + "hexical.page.curios.title": "Curios", + "hexical.page.curios.0": "$(item)Curios$() are decorative items created by whittling a piece of $(l:items/amethyst)$(item)Charged Amethyst$() inside a $(item)Stonecutter$().$(br2)They have an odd interaction with the $(l:patterns/great_spells/charm#hexical:charm)$(action)Charm$() spell; after being charmed, being deprived of that charm via the $(l:patterns/great_spells/charm#hexical:discharm)$(action)Discharm$() spell or using up the _media causes the $(item)Curio$() to shatter.", + "hexical.page.curio_bismuth.summary": "Based off rumors of a mineral called $(o)bismuth$() that tends into these geometric formations. I have yet to encounter it but I was able to replicate its supposed shape.$(br2)I don't believe that such an shape would emerge naturally but Nature delights in surprising me.", + "hexical.page.curio_clover.summary": "A four-leaved clover, based off a universal symbol of good luck. I can't imagine why four is the number that compels Nature to bless the holder with luck, if anything it should be six, but I have dutifully copied its appearance. I wonder if that superstitution still applies when it's carved out of a crystal.", + "hexical.page.curio_compass.summary": "A $(item)Compass$(). If the $(l:patterns/great_spells/charm)$(action)Charm$() _Hex leaves a vector on top of the stack, the compass needle immediately swings to face the vector.$(br2)This even works in places with inconsistent spatial rules that scramble ordinary $(item)Compasses$(). I can also $(l:patterns/readwrite)read$() it to get a unit vector.", + "hexical.page.curio_conch.summary": "An intricate seashell. When held close to the ear, I can make out the sound of ambient _media; it sounds like waves on a beach.$(br2)Perhaps not thinking about it too deeply is the only thing stopping me from drowning in it. It feels like swimming through honey.", + "hexical.page.curio_cube.summary": "A boring, but classic simple cube. I live in a world of blocks, it is only fair to depict one.", + "hexical.page.curio_flute.summary": "A musical instrument. I can play it by looking up or down and using it.$(br2)If the $(l:patterns/great_spells/charm)$(action)Charm$() _Hex leaves a number on top of the stack, the $(item)Curio$() will play a single note after use; the same note created by $(l:patterns/spells/basic#hexcasting:beep)$(action)Make Note$() imitating a flute with the number as the second argument.", + "hexical.page.curio_handbell.summary": "A small, quaint handbell that produces two short chimes when shaken. Branded with the symbol of a deity.$(br2)Historically, bells such as these have been used to call for assistance and summon helpers. I will need to $(l:patterns/great_spells/charm)charm$() it to conjure my own helpers.", + "hexical.page.curio_heart.summary": "Ancient _Hexcasters often made $(item)Curios$() of this shape to communicate their adoration for each other.$(br2)I can feel it beat slightly in my hands despite being made of an inert crystal.. perhaps it is because I imagine that it should beat.", + "hexical.page.curio_interlock.summary": "A pair of rings that I have intricately carved to be separate but interlocked and impossible to separate without breaking one of the rings.$(br2)To invoke its charm, I grab both rings and yank, slamming them against each other.", + "hexical.page.curio_key.summary": "A caricature of a key. It does not fit any lock that I know of and lacks the parts to even work with a standard lock.$(br2)Perhaps I have to be the one to make a lock that fits the key instead of the other way around.", + "hexical.page.curio_staff.summary": "A very polished staff, somehow formed from a single crystal. I can not use it like a regular $(l:items/staff)$(item)Staff$() sadly. When $(l:patterns/great_spells/charm)charmed$(), it produces audible wooshes of _media.$(br2)I wonder if a $(l:items/staff)$(item)Staff$() constructed of $(l:items/amethyst)$(item)Amethyst$() would consume itself when I try to cast a _Hex.", + "hexical.page.curio_charm.summary": "A cutting of a raw crystal into a generic gemstone shape that for some reason raises its perceived value tremendously.$(br2)Regrettably, it is too big and $(l:items/amethyst)$(item)Amethyst$() is too cloudy of a material for it to have the radiance I was expecting. Perhaps perfection is boring.", + "hexical.page.curio_strange.summary": "A distortion of the $(item)Charm Curio$(), with deliberate overcutting and the introduction of protrusions.$(br2)Oddly enough, all the edges and sharp corners and knobs give it a much more vibrant and intricate play of light than the $(item)Charm Curio$().", + "hexical.page.curio_beauty.summary": "A small and dense bead of $(l:items/amethyst)$(item)Amethyst$(). I have made it by sanding off much of the crystal it came from and compressing until I had produced a small, near-perfectly spherical object.$(br2)Like its concept, despite being small, it carries a great deal of weight.", + "hexical.page.curio_truth.summary": "As the opposition to the $(item)Beauty Curio$() and representing the abstract concept of truth, this $(item)Curio$() is sharper and multifacted, resembling a teardrop. I have cut it in an odd polarizing way such that each of the four quadrants along the gem catch the light in a slightly different way.", + "hexical.page.curio_up.summary": "An upwards facing arrow. Cut in such a way that the center of balance faces downwards, making the item swing to face upwards at all times.$(br2)This design is often used by _Hexcasters to express approval.", + "hexical.page.curio_down.summary": "A downwards facing arrow. The cutting is slightly altered to be distinct from just holding the $(item)Up Curio$() upside down, letting it catch the light in a slightly different angle and always face down instead.$(br2)This design is often used by _Hexcasters to express disapproval.", + + "hexical.page.pedestal.title": "Pedestals", + "hexical.page.pedestal.0": "A $(item)Pedestal$() can keep an item suspended safely for me. Unlike an $(item)Item Frame$() or a $(item)Chest$() though, my _Hexes can still interact with the item as though it were just dropped on the floor. An empty $(item)Pedestal$() can pull items near it and it interacts with $(item)Hoppers$() about how I would expect. It works even if the item is swapped out.", + "hexical.page.pedestal.1": "$(o)A pedestal is as much a prison as any small, confined space.$()", + + "hexical.category.lamp": "Genie Lamp", + "hexical.category.lamp.desc": "I have heard some tales from the villagers about a magical artifact. The villagers say it contains a spirit that grants wishes, but I suspect that is just grand embellishment evolved over centuries of storytelling. However, legends must arise from something and this item must be exceptionally powerful, and so I dedicate this section to my pursuit and research of it.", + + "hexcasting.action.hexical:lamp_finale": "Finale Reflection", + "hexical.page.lamp_finale.hand": "The instant I let go of my $(item)Hand Lamp$(), it casts an additional time. I can use this pattern to recognize whether a cast is that finale, and react accordingly.", + "hexical.page.lamp_finale.arch": "When an $(item)Archgenie Lamp$() is turned off, it casts an additional time. Like with a regular $(l:lamp/hand_lamps)$(item)Hand Lamp$(), I can use $(l:lamp/hand_lamps#hexical:lamp_finale)$(action)Finale Reflection$() to recognize whether a cast is that last burst of energy.", + + "hexical.page.hand_lamps.title": "Hand Lamps", + "hexical.page.hand_lamps.0": "So this is the subject of a thousand years of rumor! To think a mere wandering trader could be in possession of such an artifact. The $(item)Hand Lamp$() emanates a vague residue of _media, vacuous in feeling... it reminds me of the $(o)hollow _media structure$() of a $(l:items/focus)$(item)Focus$() that allows it to store iota. I can also sense a presence inside the $(item)Lamp$() with similar magical capabilities to my own.", + "hexical.page.hand_lamps.1": "The signs are unmistakable; within the $(item)Lamp$() is a $(o)living, sentient$() mind, kept alive and trapped via means not yet known to me. The $(item)Lamp$()'s design is simply ingenious, if its use weren't so horrible. When I hold down the trigger, my patterns are revealed to the \"genie\" as I will be calling it, and it, out of desperation and boredom, casts.", + "hexcasting.action.hexical:wish": "Wish", + "hexical.page.wish.summary": "Wish the genie to cast a _Hex for me. Because I am $(o)teaching$() a mind rather than $(o)etching$() a $(l:items/hexcasting)$(item)casting device$(), I can freely reteach the genie a new _Hex any time without losing _media.", + "hexical.page.hand_lamps.2": "To say it casts is an understatement. It casts $(o)$(l)EVERY INSTANT$(). When holding the switch after wishing, I am treated to a splendid unceasing gush of _media. I can only estimate it must be around twenty times every second. The genie performs the casting with incredible efficiency, producing little of the sounds and particles that accompany other casting methods.", + "hexical.page.hand_lamps.3": "I have developed some useful patterns to communicate with the genie for information, documented on the next few pages. These patterns must only be cast by the genie within the $(item)Lamp$(), lest I succumb to the Impersonate Genie mishap.$(br2)$(o)I am not a tool for your convenience.$()$(br)Strange murmuring occasionally emitted from the $(item)Lamp$(). Likely disregardable.", + "hexcasting.action.hexical:get_hand_lamp_position": "Genie Reflection: Spatial", + "hexical.page.get_hand_lamp_position.summary": "Pushes my original position when I began using the $(item)Hand Lamp$().", + "hexcasting.action.hexical:get_hand_lamp_rotation": "Genie Reflection: Rotational", + "hexical.page.get_hand_lamp_rotation.summary": "Pushes my original rotation when I began using the $(item)Hand Lamp$().", + "hexcasting.action.hexical:get_hand_lamp_velocity": "Genie Reflection: Kinetic", + "hexical.page.get_hand_lamp_velocity.summary": "Pushes my original velocity when I began using the $(item)Hand Lamp$().", + "hexcasting.action.hexical:get_hand_lamp_use_time": "Genie Reflection: Temporal", + "hexical.page.get_hand_lamp_use_time.summary": "Pushes how many times the $(item)Hand Lamp$() has cast since I began using the $(item)Hand Lamp$(). I can divide by by 20 to convert to seconds.", + "hexcasting.action.hexical:get_hand_lamp_media": "Genie Reflection: Media", + "hexical.page.get_hand_lamp_media.summary": "Pushes the remaining _media of the $(item)Hand Lamp$(), in units of dust.", + "hexcasting.action.hexical:set_hand_lamp_storage": "Genie Gambit", + "hexical.page.set_hand_lamp_storage.summary": "Asks the genie to remember an iota for me. Strangely, the genie seems able to bypass the Transgress Others mishap, perhaps because it requires my active concentration to use this $(item)Hand Lamp$().", + "hexcasting.action.hexical:get_hand_lamp_storage": "Genie Reflection: Memory", + "hexical.page.get_hand_lamp_storage.summary": "Requests the iota I had saved to the genie to be pushed to the top of the stack. If I had not previously saved anything, the genie pushes $(l:casting/influences)$(thing)Null$().", + + "hexical.page.genie_lore.title": "On Genies", + "hexical.page.genie_lore.0": "_Hexcasting burns out the mind from the energy of thought, flooding the consciousness, inundating every neuron... it's euphoric. For $(l:items/staff)$(item)Staves$(), $(l:items/hexcasting)$(item)casting devices$(), and $(l:greatwork/spellcircles)grand constructs$(), the rate of casting is slow enough that a mind can recuperate; I will never hurt myself just by casting too many patterns. With the speeds that $(item)Lamps$() operate at, though, even a mind perfected for _Hexcasting can feel strain.", + "hexical.page.genie_lore.1": "Fortunately, the $(item)Lamp$() captures the _media that a lesser $(l:items/hexcasting)$(item)casting device$() would have wasted creating noises and particles, and uses that to repair the genie's mind. Almost zero _media is wasted; truly incredible. My only concern is when the $(item)Lamp$() runs dry. Fortunately, I can refill them with _media.", + "hexcasting.action.hexical:recharge_lamp": "Refuel Lamp", + "hexical.page.recharge_lamp.summary": "Refuels the $(item)Lamp$() in my offhand by the given amount in $(l:items/amethyst)$(item)Amethyst Dust$(). Costs just the _media I'm giving the $(item)Lamp$().", + "hexical.page.genie_lore.2": "The $(item)Lamp$() seems capable of holding a near endless amount of _media. If I fuel it past its current bounds, it simply expands its storage reservior to accommodate. Truly a marvel of technology.", + "hexical.page.genie_lore.3": "Upon closer inspiration, the genie within the $(item)Lamp$() seems to just be an extremely minimal, almost artificial network of thought and _media. I hesitate to call it a creature, more of a $(o)wisp$(). Perhaps if I replaced it with a more complex, $(o)sentient$() mind, I can induce some great change. The mind must be of upmost quality to survive the process and still retain a shred of talent; a villager that has spent its life honing a craft to perfection will do quite nicely.", + "hexcasting.action.hexical:promote_lamp": "Promote Lamp", + "hexical.page.promote_lamp.summary": "Hold the lamp in my other hand and cast. Costs about ten $(l:items/amethyst)$(item)Charged Amethyst$() and requires the sacrifice.", + + "hexical.page.arch_lamps.title": "Archgenie Lamps", + "hexical.page.arch_lamps.0": "The $(l:lamp/hand_lamps)$(item)Hand Lamp$() $(o)merged with$() the sacrifice. I can feel it still breathing. I shall refer to my creation as an $(item)Archgenie Lamp$().$(br2)Now that I've.. upgraded the processing component of my $(item)Lamp$(), it requires far less supervision: I can simply command it to be active and while in my inventory, they will cast every instant, as though I were always holding down on a $(l:lamp/hand_lamps)$(item)Hand Lamp$().", + "hexical.page.arch_lamps.1": "The genie stops casting when it determine when it is in the hands of new casters. No one can force me to cast.$(br2)$(o)I am a great soft jelly thing. Smoothly rounded, with no mouth, with pulsing white holes filled by fog where my eyes used to be. Rubbery appendages that were once my arms; bulks rounding down into legless humps of soft slippery matter.$(br2)I have no mouth. And I must scream.$()", + "hexcasting.action.hexical:has_arch_lamp": "Archgenie Purification", + "hexical.page.has_arch_lamp.summary": "Pushes whether the given person currently has an active $(l:lamp/arch_lamps)$(item)Archgenie Lamp$().", + "hexcasting.action.hexical:get_arch_lamp_position": "Archgenie Reflection: Spatial", + "hexical.page.get_arch_lamp_position.summary": "Pushes my original position when the $(l:lamp/arch_lamps)$(item)Archgenie Lamp$() started casting.", + "hexcasting.action.hexical:get_arch_lamp_rotation": "Archgenie Reflection: Rotational", + "hexical.page.get_arch_lamp_rotation.summary": "Pushes my original rotation when the $(l:lamp/arch_lamps)$(item)Archgenie Lamp$() started casting.", + "hexcasting.action.hexical:get_arch_lamp_velocity": "Archgenie Reflection: Kinetic", + "hexical.page.get_arch_lamp_velocity.summary": "Pushes my original velocity when the $(l:lamp/arch_lamps)$(item)Archgenie Lamp$() started casting.", + "hexcasting.action.hexical:get_arch_lamp_use_time": "Archgenie Reflection: Temporal", + "hexical.page.get_arch_lamp_use_time.summary": "Pushes how many times the $(l:lamp/arch_lamps)$(item)Archgenie Lamp$() has cast since its activation. I can divide by by 20 to convert to seconds.", + "hexcasting.action.hexical:get_arch_lamp_media": "Archgenie Reflection: Media", + "hexical.page.get_arch_lamp_media.summary": "Pushes the remaining amount of _media left in the $(l:lamp/arch_lamps)$(item)Archgenie Lamp$(), in units of dust.", + "hexcasting.action.hexical:set_arch_lamp_storage": "Archgenie Gambit", + "hexical.page.set_arch_lamp_storage.summary": "Can be cast by a $(l:items/hexcasting)$(item)casting device$(), $(l:items/staff)$(item)Staff$(), or within the $(l:lamp/arch_lamps)$(item)Archgenie Lamp$() to remember an iota. Unlike $(item)Hand Lamp$(), this is subject to Transgress Others mishap.", + "hexcasting.action.hexical:get_arch_lamp_storage": "Archgenie Reflection: Memory", + "hexical.page.get_arch_lamp_storage.summary": "Can be cast by a $(l:items/hexcasting)$(item)casting device$(), $(l:items/staff)$(item)Staff$(), or within the $(l:lamp/arch_lamps)$(item)Archgenie Lamp$() to push the stored iota.", + + "hexical.page.pedestal_circles.title": "Pedestals in Circles", + "hexical.page.pedestal_circles.0": "$(l:items/pedestals)$(thing)Pedestals$() have magical abilities!$(br2)If they are holding $(l:patterns/readwrite#hexcasting:write)$(item)an item that contains information$() and the $(l:greatwork/spellcircles)$(thing)spell circle$()'s wave passes over them as if they were a $(l:items/slate)$(item)Slate$(), they push the iota onto the stack. If the $(l:items/pedestals)$(thing)Pedestal$() happens to processed inside an unclosed $(l:patterns/patterns_as_iotas#hexcasting:open_paren)Introspection$(), the iota appears inside the constructed list.", + "hexical.page.pedestal_circles.1": "An $(l:greatwork/spellcircles)$(item)Impetus$() can also $(l:patterns/spells/circle_spells#hexical:absorb_arm)use$() a $(l:items/pedestals)$(item)Pedestal$() as its $(o)other hand$(), useful for spells such as the $(l:patterns/spells/hexcasting)casting device crafting spells$(), $(l:patterns/spells/hexcasting#hexcasting:recharge)$(action)Recharge Item$(), and $(l:patterns/spells/hexcasting#hexcasting:erase)$(action)Erase Item$().$(br2)This is useful for creating automated constructions to $(l:patterns/spells/hexcasting#hexcasting:recharge)recharge$() my $(l:items/hexcasting)casting devices$().", + + "hexical.page.patterns.title": "Pattern Manipulation", + "hexical.page.patterns.0": "I have discovered a set of patterns that concern the construction and manipulation of other $(l:patterns/patterns_as_iotas)patterns$(). Strangely, they can be used to construct patterns that are $(o)impossible$() to draw with a $(l:items/staff)$(item)Staff$(), although fortunately I don't believe Nature has associated an effect with any of these \"illegal\" patterns. They can be considered free to use with my $(l:items/scarab)$(item)Scarab Beetle$().", + "hexcasting.action.hexical:shuffle_pattern": "Glyphmaker's Distillation", + "hexical.page.shuffle_pattern.summary": "Uses the number to shuffle the pattern into one of the same shape, but different stroke order. My notes hint that ancient _Hexcasters used this for some $(o)grand library$().", + "hexcasting.action.hexical:congruent": "Congruence Distillation", + "hexical.page.congruent.summary": "Pushes whether two patterns have the same shape, stroke order, and orientation.", + "hexcasting.action.hexical:similar": "Similarity Distillation", + "hexical.page.similar.summary": "Pushes whether two patterns have same shape but not necessarily the same stroke order.", + "hexcasting.action.hexical:serialize_pattern": "Chirographer's Purification", + "hexical.page.serialize_pattern.summary": "Turns a pattern into a list of numbers for my splitting, analysis, and dissection. The inverse of $(l:patterns/pattern_manipulation#hexical:deserialize_pattern)$(action)Calligrapher's Purification$().", + "hexcasting.action.hexical:deserialize_pattern": "Calligrapher's Purification", + "hexical.page.deserialize_pattern.summary": "Turns a list of numbers into a pattern for my viewing and execution. The inverse of $(l:patterns/pattern_manipulation#hexical:serialize_pattern)$(action)Chirographer's Purification$().", + "hexical.page.patterns.1": "The numbers returned by $(l:patterns/pattern_manipulation#hexical:serialize_pattern)$(action)Chirographer's Purification$() correspond to individual strokes in the pattern. The diagonal stroke that travels upwards and rightwards is labeled 0 and all the other strokes are labelled incrementally in a clockwise manner.$(br2)If I pass in a list of numbers outside the 0-5 range into $(l:patterns/pattern_manipulation#hexical:deserialize_pattern)$(action)Calligrapher's Purification$(), it will apply a $(l:patterns/math#hexcasting:modulo)modulo$() to coerce numbers into the 0-5 range.", + "hexical.page.patterns.2": "These lists have multiple fascinating properties. By adding or subtracting constant values, I can rotate the pattern. I can splice off the beginning and ends to check for pattern prefixes and suffixes. In cyclical patterns, I can rotate the list by moving the first element to the end or vice versa to cycle the starting position. By carefully altering numbers with list manipulation, I can also make some kind of $(o)backwards stroke$().", + "hexcasting.action.hexical:draw_pattern": "Handwriting Distillation", + "hexical.page.draw_pattern.summary": "Takes a pattern and produces a normalized list of vectors. The z-component of these vectors is zero. I feel this may be useful for artistic _Hexes.", + + "hexical.page.grok.title": "Grok", + "hexcasting.action.hexical:grok_get_stack": "Grok Reflection", + "hexical.page.grok_get_stack.summary": "Pushes the stack contained in my $(l:items/staff)$(item)Staff$() as a list. Entity references to other _Hexcasters become $(l:casting/influences)$(thing)Null$().", + "hexcasting.action.hexical:grok_set_stack": "Grok Gambit", + "hexical.page.grok_set_stack.summary": "Sets the stack contained in my $(l:items/staff)$(item)Staff$() to the list. Entity references to other _Hexcasters become $(l:casting/influences)$(thing)Null$().", + "hexcasting.action.hexical:grok_get_parenthesized": "Grok Reflection II", + "hexical.page.grok_get_parenthesized.summary": "Pushes the unfinished list building after an unclosed $(l:patterns/patterns_as_iotas#hexcasting:open_paren)Introspection$(). Entity references to other _Hexcasters become $(l:casting/influences)$(thing)Null$().", + "hexcasting.action.hexical:grok_set_parenthesized": "Grok Gambit II", + "hexical.page.grok_set_parenthesized.summary": "Sets my unfinished parenthesized list. Entity references to other _Hexcasters become $(l:casting/influences)$(thing)Null$().", + + "hexical.page.telepathy.title": "Telepathy", + "hexical.page.telepathy.0": "_Media is the energy of thought and consequently, it can interact with thoughts as well. Unfortunately or perhaps fortunately for me, the minds of _Hexcasters are too resistant to be swayed by _Hexes and even the minds of villagers resist tampering. There is a notable exception though: my own mind is open to my own _media, allowing me to read my own intentions and write thoughts to myself.", + "hexcasting.action.hexical:get_telepathy": "Telepathic Reflection", + "hexical.page.get_telepathy.summary": "By focusing on a particular image, I can detect that concentration via this pattern. Pushes how many twentieths of a second I've been intending to $(thing)$(k:hexical.telepathy)$(), or -1 if I am not.", + "hexcasting.action.hexical:send_telepathy": "Send Thought", + "hexical.page.send_telepathy.summary": "Momentarily displays an iota above my hotbar. If cast repeatedly, each cast overwrites the previous instantly.", + "hexcasting.action.hexical:shout_telepathy": "Shout Thought", + "hexical.page.shout_telepathy.summary": "Grandly flashes an iota across my vision. It obstructs my vision and takes some time to fade in, so I shall only use it sparingly.", + "hexcasting.action.hexical:left_click": "Offensive Reflection", + "hexical.page.left_click.summary": "Pushes how many twentieths of a second I've been intending to $(thing)$(k:attack)$(), or -1 if I am not.", + "hexcasting.action.hexical:right_click": "Manipulative Reflection", + "hexical.page.right_click.summary": "Pushes how many twentieths of a second I've been intending to $(thing)$(k:use)$(), or -1 if I am not.", + "hexcasting.action.hexical:moving_up": "Charge Reflection", + "hexical.page.moving_up.summary": "Pushes how many twentieths of a second I've been intending to $(thing)$(k:forward)$(), or -1 if I am not.", + "hexcasting.action.hexical:moving_down": "Retreat Reflection", + "hexical.page.moving_down.summary": "Pushes how many twentieths of a second I've been intending to $(thing)$(k:back)$(), or -1 if I am not.", + "hexcasting.action.hexical:moving_left": "Dodge Reflection", + "hexical.page.moving_left.summary": "Pushes how many twentieths of a second I've been intending to $(thing)$(k:left)$(), or -1 if I am not. Can be differentiated from Evade Reflection because d comes to the left of e.", + "hexcasting.action.hexical:moving_right": "Evade Reflection", + "hexical.page.moving_right.summary": "Pushes how many twentieths of a second I've been intending to $(thing)$(k:right)$(), or -1 if I am not. Can be differentiated from Dodge Reflection because e comes to the right of d.", + "hexcasting.action.hexical:jumping": "Leaping Reflection", + "hexical.page.jumping.summary": "Pushes how many twentieths of a second I've been intending to $(thing)$(k:jump)$(), or -1 if I am not.", + "hexcasting.action.hexical:sneaking": "Stealthy Reflection", + "hexical.page.sneaking.summary": "Pushes how many twentieths of a second I've been intending to $(thing)$(k:sneak)$(), or -1 if I am not.", + "hexcasting.action.hexical:scroll": "Rolling Reflection", + "hexical.page.scroll.summary": "Pushes the change in scrolling I have performed since I have invoked $(thing)Telepathy$().", + "hexical.page.telepathy.1": "I was wrong; I can read others' minds. I believed that I was unable to see their thoughts due to it residing under layers of mental wards and _media. However, to control their body, some thoughts $(o)must$() be transformed into signals and $(o)that$(), I can read. I can sadly not see their $(thing)Telepathy$() or scrolling since those are purely mental efforts, but all other patterns I am used to should work.$(br2)They all cost about a tenth of an $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexcasting.action.hexical:left_click_other": "Offensive Purification", + "hexical.page.left_click_other.summary": "Pushes how many twentieths of a second a given person has been intending to $(thing)$(k:attack)$(), or -1 if they are not.", + "hexcasting.action.hexical:right_click_other": "Manipulative Purification", + "hexical.page.right_click_other.summary": "Pushes how many twentieths of a second a given person has been intending to $(thing)$(k:use)$(), or -1 if they are not.", + "hexcasting.action.hexical:moving_up_other": "Charge Purification", + "hexical.page.moving_up_other.summary": "Pushes how many twentieths of a second a given person has been intending to $(thing)$(k:forward)$(), or -1 if they are not.", + "hexcasting.action.hexical:moving_down_other": "Retreat Purification", + "hexical.page.moving_down_other.summary": "Pushes how many twentieths of a second a given person has been intending to $(thing)$(k:back)$(), or -1 if they are not.", + "hexcasting.action.hexical:moving_left_other": "Dodge Purification", + "hexical.page.moving_left_other.summary": "Pushes how many twentieths of a second a given person has been intending to $(thing)$(k:left)$(), or -1 if they are not. Can be differentiated from Evade Purification because d comes to the left of e.", + "hexcasting.action.hexical:moving_right_other": "Evade Purification", + "hexical.page.moving_right_other.summary": "Pushes how many twentieths of a second a given person has been intending to $(thing)$(k:right)$(), or -1 if they are not. Can be differentiated from Dodge Purification because e comes to the right of d.", + "hexcasting.action.hexical:jumping_other": "Leaping Purification", + "hexical.page.jumping_other.summary": "Pushes how many twentieths of a second a given person has been intending to $(thing)$(k:jump)$(), or -1 if they are not.", + "hexcasting.action.hexical:sneaking_other": "Stealthy Purification", + "hexical.page.sneaking_other.summary": "Pushes how many twentieths of a second a given person has been intending to $(thing)$(k:sneak)$(), or -1 if they are not.", + + "hexical.page.akashic_conveniences.title": "Akashic Utilities", + "hexical.page.akashic_conveniences.0": "Being designed to be receptive to _media and store information, it should not surprise me that there are more conveniences than meets the eye. I can use or $(l:patterns/spells/prestidigitation)magically interact$() with a filled $(l:greatwork/akashiclib)$(item)Bookshelf$() to copy its iota onto my stack. I can also use $(l:items/scroll)$(item)Scroll$() to copy the pattern key onto it. There are also a set of patterns to read and write directly to a $(l:greatwork/akashiclib)$(item)Bookshelf$() within ambit for free.", + "hexcasting.action.hexical:key_shelf": "Librarian's Purification", + "hexical.page.key_shelf.summary": "Reads the pattern key of an $(l:greatwork/akashiclib)$(item)Akashic Bookshelf$().", + "hexcasting.action.hexical:read_shelf": "Librarian's Purification II", + "hexical.page.read_shelf.summary": "Reads the iota from an $(l:greatwork/akashiclib)$(item)Akashic Bookshelf$().", + "hexcasting.action.hexical:write_shelf": "Librarian's Gambit", + "hexical.page.write_shelf.summary": "Writes an iota under a pattern key to an $(l:greatwork/akashiclib)$(item)Akashic Bookshelf$().", + "hexcasting.action.hexical:clear_shelf": "Librarian's Gambit II", + "hexical.page.clear_shelf.summary": "Clears an $(l:greatwork/akashiclib)$(item)Akashic Bookshelf$().", + + "hexical.page.mage_block.title": "Mage Blocks", + "hexical.page.mage_block.0": "The blocks from $(l:patterns/spells/blockworks#hexcasting:conjure_block)$(action)Conjure Block$() last forever, are consequently a pain to clean up, and are not too versatile. Luckily, Nature offers an elegant and flexible alternative. These $(thing)Mage Blocks$() come with a suite of $(o)modifiers$(). I could even stack multiple modifiers on one block and analyze its composition with a $(l:items/lens)$(item)Scrying Lens$().", + "hexcasting.action.hexical:conjure_mage_block": "Conjure Mage Block", + "hexical.page.conjure_mage_block.summary": "Conjures a $(thing)Mage Blocks$() at the location. Costs about three $(l:items/amethyst)$(item)Amethyst Dust$().$(br2)$(o)I can create a city out of nothing, or I can cover it in volcanic rock.$()", + "hexcasting.action.hexical:reset_mage_block": "Reset Mage Block", + "hexical.page.reset_mage_block.summary": "Removes all modifiers for a $(thing)Mage Block$().", + "hexcasting.action.hexical:modify_block_bouncy": "Modify Block: Bouncy", + "hexical.page.modify_block_bouncy.summary": "Makes the block bouncy, like a $(thing)Slime Block$(). Bounces me regardless of whether I am sneaking. Delightfully fun!", + "hexcasting.action.hexical:modify_block_energized": "Modify Block: Energized", + "hexical.page.modify_block_energized.summary": "Sets the Redstone power outputted by this $(thing)Mage Block$().", + "hexcasting.action.hexical:modify_block_ephemeral": "Modify Block: Ephemeral", + "hexical.page.modify_block_ephemeral.summary": "Sets the duration after which a $(thing)Mage Block$() will spontaneously disappear.", + "hexcasting.action.hexical:modify_block_volatile": "Modify Block: Volatile", + "hexical.page.modify_block_volatile.summary": "Breaking volatile $(thing)Mage Blocks$() shatters others it is touching. This can cascade until every connected volatile block shatters.", + + "hexical.page.rotation.title": "Rotation", + "hexical.page.rotation.0": "Rotation is done via with stationary teleportation at a different orientation. The sudden perspective change is already highly disorienting; the floor leaving your feet only to be shoved back onto it again is more so.$(br2)For this reason, Nature abhors entity rotation... or perhaps it trivializes Nature's carefully constructed schemes.", + "hexcasting.action.hexical:rotate_block": "Rotate Block", + "hexical.page.rotate_block.summary": "Rotates a block to face a certain vector direction. Requires a rotatable block. Costs about an eighth of an $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexcasting.action.hexical:rotate_entity": "Rotate Entity", + "hexical.page.rotate_entity.summary": "Rotates an entity by a given change in pitch and yaw, expressed in radians.", + "hexical.page.rotate_entity.description": "Nature seems to be against entity rotation. Rather than a straightforward vector, Nature demands measurements in radians by which to turn horizontally and vertically.$(br2)The cost is strange and multilayered too. Free if cast on myself, about half of an $(l:items/amethyst)$(item)Amethyst Dust$() for other entities, and the natural aura of _media surrounding a person elevates the cost to about a whole $(l:items/amethyst)$(item)Charged Amethyst$().", + + "hexical.page.autographs.title": "Autographs", + "hexical.page.autographs.0": "Using precise manipulation of _media, I can magically $(o)etch$() my signature onto any item! It must be done with my $(l:items/staff)$(item)Staff$() as proof of intentionality.$(br2)An autographed item proudly displays every autographer's name in shimmering $(l:items/pigments)$(item)Pigment$().$(br2)$(o)I disagree strongly with whatever work this quote is attached to.$()", + "hexcasting.action.hexical:autograph": "Autograph", + "hexical.page.autograph.summary": "Autographs the item in my offhand with my name and $(l:items/pigments)$(item)Pigment$(). Autographing an item with my name already on it moves my name to the top of the list.", + "hexical.page.autographs.1": "Because an autograph is strongly imprinted on an item, $(l:patterns/spells/hexcasting#hexcasting:erase)$(action)Erase Item$() is insufficient to remove it; a specialized spell is required to extripate autographs.$(br2)However, a spell capable of doing by its very nature will also destroy a $(l:items/focus)$(item)Focus$()'s contents or a $(l:items/hexcasting)$(item)casting device$()'s _Hex and _media. Perhaps that is for the better—my autographed _Hexcasting gifts can be uniquely assured to be untampered.", + "hexcasting.action.hexical:unautograph": "Unautograph", + "hexical.page.unautograph.summary": "A more destructive form of $(l:patterns/spells/hexcasting#hexcasting:erase)$(action)Erase Item$(), capable of burning off autographs. Costs about one $(l:items/amethyst)$(item)Amethyst Dust$() similar to $(l:patterns/spells/hexcasting#hexcasting:erase)$(action)Erase Item$().", + "hexcasting.action.hexical:has_autograph": "Authenticator's Distillation", + "hexical.page.has_autograph.summary": "Pushes whether a given person has signed a given item stack.", + + "hexical.page.dyes.title": "Dyes", + "hexical.page.dyes.0": "The dye spell and its specialized iota allows me to alter the color of blocks and entities. The dye iota represents a color, but also seems to represent the $(o)potential$() to be colored. For example, attempting to get the dye of grass returns $(l:casting/influences)$(thing)Null$() but getting the dye of undyed terracotta returns $(thing)uncolored$(), which I can use to \"bleach\" dyeable blocks.", + "hexcasting.action.hexical:get_dye": "Chromatic Purification", + "hexical.page.get_dye.summary": "Gets the dye of a block, entity, or block/item identifier.", + "hexcasting.action.hexical:dye": "Dye", + "hexical.page.dye.summary": "Dyes a dyeable block or entity. Costs about an eighth of one $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexical.page.dyes.1": "The valid block targets for this spell include beds, candles, cakes with candles, carpets, concrete, concrete powder, glazed terracotta, sand into red sand and vice versa, sandstone and all blocks derived from it into its red variant and vice versa, shulker boxes, stained glass, stained glass panes, terracotta, tulips into their multiple colors, and wool blocks. As for entities, cat collars, dog collars, specklikes, shulkers, and item entities of all of the above blocks are valid.", + "hexcasting.action.hexical:translate_dye": "Vision Purification", + "hexical.page.translate_dye.summary": "Translates a dye color into a vector, where each component is from 0 to 1 and represents the red, green, and blueness of the dye respectively.", + + "hexical.page.pigments.title": "Pigment Manipulation", + "hexical.page.pigments.0": "Like how I can manipulate $(l:patterns/spells/dyes)dyes$() with _Hexcasting, I can also manipulate pigments. I can even store multiple of them and have my _Hexes randomly choose one to me.", + "hexcasting.action.hexical:to_pigment": "Pigment Purification", + "hexical.page.to_pigment.summary": "Takes a colored dye iota and transforms it into a pigment, takes a person and returns their pigment, or takes an item containing a pigment and returns its pigment.", + "hexcasting.action.hexical:sample_pigment": "Pigment Exaltation", + "hexical.page.sample_pigment.summary": "Samples the pigment at a certain place and time as a vector, where each component is from 0 to 1 and represents the red, green, and blueness respectively.", + "hexcasting.action.hexical:take_on_pigment": "Internalize Pigment II", + "hexical.page.take_on_pigment.summary": "Internalizes a pigment iota.", + + "hexcasting.action.hexical:magic_missile": "Magic Missile", + "hexical.page.magic_missile.summary": "Conjures a small silver of amethyst that always deals a full heart of damage and forces the target backwards. Costs about one $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexical.page.magic_missile.0": "The projectile has a few interesting properties. It automatically disappears after roughly ten seconds or shatters upon hitting an entity or block. It pierces all forms of armor and protection. It is also unaffected by gravity and water drag.$(br2)$(o)A weak but enchanting sparkling projectile.$()", + "hexical.page.magic_missile.1": "The first vector is conjuration location and is quite esoteric: no wonder most _Hexcasters conjure it in front of them. The basic gist is a vector, where my head's position is the origin, $(l:patterns/basics#hexcasting:get_entity_look)$(action)my facing$() is the Z+ axis, $(l:patterns/scrying/entities#hexpose:theodolite)$(action)the vector pointing up from my head$() is the Y+ axis, and the vector from my head pointing rightwards is the X+ axis. For basic purposes, the zero vector conjures it inside my head and a vector resembling (0, 0, n) conjures it n blocks in front of me.", + "hexical.page.magic_missile.2": "The second vector is velocity and thankfully much less complicated. It is a simple offset vector, similar to the one that $(l:patterns/spells/basic#hexcasting:add_motion)$(action)Impulse$() takes in. Unlike $(l:patterns/spells/basic#hexcasting:add_motion)$(action)Impulse$() though, this vector can be of arbitrary magnitude without incurring additional costs.$(br2)Unlike $(item)Arrows$() though, $(item)Magic Missiles$() will not increase in damage simply by travelling faster. They also apply an odd knockback effect that ignores the entity's mass or the projectile's speed.", + + "hexcasting.action.hexical:prestidigitation": "Prestidigitation", + "hexical.page.prestidigitation.0": "Rather than a specific effect, this spell performs dozens of minor magical feats. It interacts with a vast array of blocks and entities, and I always discovering new applications for it.$(br2)Notes simply describes it as \"do magic\"; the general rule of thumb is any small effect a wizard can effortlessly will into existence, this spell can replicate.", + "hexical.page.prestidigitation.summary": "Causes a small magical effect, not too distinct from the original nature or function of the target. Costs about a tenth of one $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexical.page.prestidigitation.1": "I've compiled all of its recorded uses but there is no guarantee all have been found: opens and closes fence gates, trapdoors, and doors of any materials; flicks levers and presses buttons; holds down and releases pressure plates; extinguishes fires of all kinds; lights and extinguishes candles, candle cakes, and campfires; ignites soul fire on blocks that support it; rings bells; strips wood; carves pumpkins; makes a note block play its sound; dries mud into clay; toggles Redstone lamps;", + "hexical.page.prestidigitation.2": "triggers dispensers and droppers; turns most soil blocks into path blocks and path blocks into tilled soil; drain cauldrons; modifies the state of Redstone repeaters, comparators, and daylight sensors; ignites and deprimes TNT and creepers; shears sheep; toggles armor stand arms; squirts squid; makes pandas sneeze; removes the helmet of a snow golem; inflates pufferfish; takes honeycomb from beehives and nests, and activates some grand _Hexcasting work.", + + "hexical.page.wristpocket.title": "Wristpocket", + "hexical.page.wristpocket.0": "I can perform the standard magic trick of vanishing an item and bringing it back. The item hides in the $(o)wristpocket$(), where I can use _media to manipulate it. The wristpocketed item stays with me even after death and I can recall it once I can cast again.$(br2)$(o)Because making something disappear isn't enough; you have to bring it back.$()", + "hexcasting.action.hexical:wristpocket": "Wristpocket", + "hexical.page.wristpocket.summary": "This spell vanishes the stack of items in my other hand, or conjures it back, swapping if my other hand is holding something. Costs about a eighth of one $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexcasting.action.hexical:wristpocket_item": "Wristpocket Reflection", + "hexical.page.wristpocket_item.summary": "Returns the item in my wristpocket, or $(l:casting/influences)$(thing)Null$() if it is empty.", + "hexical.page.wristpocket.1": "While the items disappear from reality in almost all measurable aspects, certain items' effects can still function even when hidden in the wristpocket.$(br2)I hear of certain $(item)Totems$() that still function within the wristpocket. $(l:items/phials)$(item)Phials$() also can still provide for my _Hexes within the wristpocket.", + "hexcasting.action.hexical:sleight": "Sleight", + "hexical.page.sleight.summary": "Performs an act of magical sleight of hand to steal items into my wristpocket or expel my wristpocket back into the world. Costs about a fourth of one $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexical.page.sleight.description": "If given a vector, it conjures my wristpocketed item at that vector. If given an item entity, my wristpocket either pulls in or swaps with the item, depending on whether it is empty.$(br2)$(o)If your sleight of hand causes you to break eye contact with your audience, it is too advanced for your skill level.$()", + "hexcasting.action.hexical:mage_hand": "Mage Hand", + "hexical.page.mage_hand.summary": "Projects my mind's hand forward to use my wristpocketed item and interact with the world. If my wristpocket is empty, acts as though a plain hand had reached out. Costs about one $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexical.page.mage_hand.description": "If given an entity, it interacts with the entity using the wristpocketed item. If given a vector, it interacts with the block or $(o)space$() with the item.$(br2)Because it only brings forth a mind's hand, it is still tied to me and will not work for casting methods not attached to a person. I can however use it to open $(item)Chests$().$(br2)$(o)A spectral, floating hand appears at a point you choose within range.$()", + "hexcasting.action.hexical:mage_mouth": "Mage Mouth", + "hexical.page.mage_mouth.summary": "Makes me eat my wristpocketed item, nourishing me or applying potions to me. Costs about one $(l:items/amethyst)$(item)Amethyst Dust$() and mishaps if the item is not edible.", + "hexical.page.mage_mouth.description": "Regardless of the time required to usually eat the item, its special effects, my own dietary restrictions, cooldowns on eating the item, or if I'm full, this spell makes me consume it instantly.$(br2)$(o)Let food be thy medicine and medicine be thy food.$()", + + "hexical.page.specks.title": "Specks", + "hexical.page.specks.0": "I can conjure an image of an iota into the world, called a $(thing)speck$(). Nature allows me to customize them quite extensively, altering their size, thickness of stroke, and more. They also take on my pigment color. Once they are in the world, I can move, rotate, and otherwise alter them for free, regardless of range.", + "hexcasting.action.hexical:conjure_speck": "Conjure Speck", + "hexical.page.conjure_speck.summary": "Conjures a speck with the iota, position, and rotation. Costs a negligible amount of _media. Pushes the speck iota to the stack.", + "hexcasting.action.hexical:move_specklike": "Move Speck", + "hexical.page.move_specklike.summary": "Moves a speck entity to the position.", + "hexcasting.action.hexical:rotate_specklike": "Rotate Speck", + "hexical.page.rotate_specklike.summary": "Rotates a speck entity to face the vector.", + "hexcasting.action.hexical:roll_specklike": "Roll Speck", + "hexical.page.roll_specklike.summary": "Accepts a number between 0 and 1, representing a fraction of a full rotation, and rotates the speck's image by that amount.", + "hexcasting.action.hexical:iota_speck": "Alter Speck", + "hexical.page.iota_speck.summary": "Changes the speck's iota.", + "hexcasting.action.hexical:lifetime_specklike": "Time Speck", + "hexical.page.lifetime_specklike.summary": "Commands the speck to disappear after that many twentieths of a second.", + "hexcasting.action.hexical:size_specklike": "Resize Speck", + "hexical.page.size_specklike.summary": "Scales the speck, can range from 0 to 10. Represents size in blocks and is zero by default.", + "hexcasting.action.hexical:thickness_specklike": "Thicken Speck", + "hexical.page.thickness_specklike.summary": "Changes the stroke thickness of a pattern speck, can range from 0 to 10. Represents twentieths of a block, and is zero by default.", + "hexcasting.action.hexical:pigment_specklike": "Paint Speck", + "hexical.page.pigment_specklike.summary": "Splashes a pigment iota onto the speck, changing its color after creation.", + "hexcasting.action.hexical:kill_specklike": "Dismiss Speck", + "hexical.page.kill_specklike.summary": "Forces a speck to disappear.", + "hexcasting.action.hexical:zone_specklike": "Zone Distillation: Speck", + "hexical.page.zone_specklike.summary": "Returns specks similarly to other $(l:patterns/entities#hexcasting:zone_entity/animal)zone distillation$() patterns.", + + "hexical.page.projectiles.title": "Projectiles", + "hexical.page.projectiles.0": "While conjuring projectiles from pure _media manipulation should be prohibitively expensive, Nature offers a set of cheaper spells to create certain projectiles.$(br2)These spells push the conjured entity to the stack, which I must manually $(l:patterns/spells/basic#hexcasting:add_motion)$(action)propel$() in my desired direction.$(br2)$(o)Can I offer you a nice egg in this trying time?$()", + "hexcasting.action.hexical:egg": "Conjure Egg", + "hexical.page.egg.summary": "Conjures an egg. May be fertile. Costs about two $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexcasting.action.hexical:llama_spit": "Conjure Spit", + "hexical.page.llama_spit.summary": "Conjures a sticky low-damaging projectile. Costs about a fourth of one $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexcasting.action.hexical:snowball": "Conjure Snowball", + "hexical.page.snowball.summary": "Conjures a harmless snowball. Costs about half of an $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexcasting.action.hexical:ghast_fireball": "Conjure Fireball", + "hexical.page.ghast_fireball.summary": "Conjures an explosive fireball that can be $(o)percussively propelled$(). Costs about three $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexical.page.projectiles.1": "There exist other spells too complex to be given justice in this chapter—I have dedicated other chapters to them.$(br2)$(l:patterns/spells/magic_missile#hexical:magic_missile)$(action)Magic Missile$() is a standard quick and versatile spear of amethyst that can be produced and fired at arbitrary speed.$(br2)I can also $(l:patterns/spells/pyrotechnics)utilize fireworks$() for battle.$(br2)Finally, a $(l:patterns/spells/block_mimicry#hexical:dispense)$(action)certain spell$() allows the ability to fire potions and arrows.", + + "hexcasting.action.hexical:conjure_flora": "Conjure Flora", + "hexical.page.conjure_flora.summary": "Conjures flora of my choosing at a specified location. Costs depending on the specific species.", + "hexical.page.conjure_flora.description": "The block beneath the target position must have a flat top surface, but does not need to be able to support the plant naturally. Any little movement may cause it to break if conjured on an unnatural block. Alternatively, the spell can fill a flower pot if the flower is compatible.$(br2)$(o)There was a fool who praised me for the magic I acquired. That's all.$()", + "hexical.page.conjure_flora.0": "Documented on the next few pages are all the species I can conjure, their price, and a small description. It seems there are a great number of empty pages at the end; perhaps Nature or other forces plan to introduce new species.$(br2)It seems the ancient _Hexcasters who recorded this spell had a poor understanding of biology. Mushrooms are $(o)clearly$() not flora yet can be summoned regardless.", + "hexical.page.conjure_flora.minecraft:pink_petals": "This species is surprisingly cheaper than most others; perhaps Nature is being uncharacteristically nice due to the large quantities of these I may want to create.", + + "hexical.page.hexical_spells.title": "Hexical Spells", + "hexcasting.action.hexical:confetti": "Confetti", + "hexical.page.confetti.summary": "Creates a loud bang similar to that of $(l:patterns/spells/pyrotechnics)Fireworks$() and a burst of colorful particles, either in a direction or in a radial blast. Costs about half of one $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexical.page.confetti.description": "The particles are harmless and flutter through the air for quite long until they reach the ground. The first vector is a position and the second controls direction. If it is a number, it indicates speed to explode in in all directions; a vector makes the particles tend towards the given direction. Both the number and the vector's magnitude may not exceed 2.$(br2)$(o)The rest is confetti.$()", + "hexcasting.action.hexical:vibration": "Vibrate", + "hexical.page.vibration.summary": "Causes a visible pulse of vibration from a vector to an entity or vector over a number of seconds. Costs about a sixteenth of one $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexical.page.vibration.description": "The effect, while resembling the pulses produced by $(item)Sculk Sensors$(), is entirely distinct. It is a purely visual effect.$(br2)The duration can range anywhere from zero seconds to ten seconds.$(br2)$(o)If a tree falls in a forest and no one is around to hear it, does it make a sound?$()", + "hexcasting.action.hexical:sparkle": "Sparkle", + "hexical.page.sparkle.summary": "Produces a small sparkling particle of my desired position, color, and lifespan. Costs a negligible amount of _media.", + "hexical.page.sparkle.description": "The first vector controls position and the second vector controls color. Each component should range from 0 to 1 and corresponds to red, green, and blueness respectively. The final number dictates how long the sparkle should remain in twentieths of a second, up to five seconds.$(br2)$(o)All that glitters is not gold.$()", + "hexcasting.action.hexical:jailbreak": "Crack Device", + "hexical.page.jailbreak.summary": "Cracks the unprogrammed $(l:items/hexcasting)$(item)casting device$() or $(l:items/curios)$(item)Curio$() in my offhand. Cracked casting devices proudly display their _Hexes. Costs about one $(l:items/amethyst)$(item)Charged Amethyst$().", + "hexical.page.jailbreak.description": "This spell will blind me for a quite a duration if I attempt to expose the innerworkings of an already-written device. For a moment though, I believe I had glimpsed the _Hex before my eyes and brain filled with _media.$(br2)$(o)Nowadays time runs by electricity and vibrating crystals of quarts and goodness know what else.$().$(br)- clearly a reference to $(l:items/amethyst)$(item)Amethyst$().", + "hexcasting.action.hexical:light": "Illuminate", + "hexical.page.light.summary": "Conjures a completely invisible light with illumination strength of my choosing at a location. Costs about a quarter of an $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexical.page.light.description": "The block that it is into must be empty or extremely weak. The illumination strength can be a number between 1 and 15, inclusive. If I target a space where a light already exists, the spell is free and particleless.$(br2)By holding a $(l:items/lens)$(item)Scrying Lens$(), I can see the lights and place a block in their place to remove them.$(br2)$(o)The light blinds us. It is only in the dark that we see clearly.$()", + "hexcasting.action.hexical:gasp": "Gasp", + "hexical.page.gasp.summary": "Instantly replenishes a creature's air bubbles. Costs about one $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexical.page.gasp.description": "Regardless of amount of breath restored, this spell costs exactly the same so I should wait as long as I safely can before casting this spell. I will find it useful while diving, being teleported into a block, or even keeping sea creatures alive on land.$(br2)$(o)The best way to observe a fish is to become a fish.$()", + "hexcasting.action.hexical:parrot": "Squawk", + "hexical.page.parrot.summary": "Emits a sound associated with a mob near a location, as though a parrot had imitated that mob. Costs about a half of an $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexical.page.parrot.description": "This spell does nothing but still consumes my _media if a parrot can not replicate the sound.$(br2)I can already imagine this spell's use for playing practical jokes on my friends and enemies. Perhaps Nature does permit me to have fun occasionally with my _Hexes.$(br2)$(o)Hisss...$()", + + "hexical.page.break_special.title": "Specialized Breaking", + "hexcasting.action.hexical:break_fortune": "Extract Block", + "hexical.page.break_fortune.summary": "Targets structural faults in a block, resulting in a higher yield. Costs about one, three, and five $(l:items/amethyst)$(item)Amethyst Dust$() when power input is 0, 1, and 2 respectively.", + "hexcasting.action.hexical:break_silk": "Collect Block", + "hexical.page.break_silk.summary": "Breaks a block gently, perserving the block better than standard mining. Costs about half of an $(l:items/amethyst)$(item)Amethyst Dust$().", + + "hexical.page.conjurable_delights.title": "Conjurable Delights", + "hexical.page.conjurable_delights.0": "Ancient _Hexcasters seem to have devised spells to conjure a multitude of items, to both further their Art and to convenience their collaboration. I can only link these items together by their being $(o)vaguely$() edible.$(br2)$(o)What nicer thing can you do for somebody than make them breakfast?$()", + "hexcasting.action.hexical:conjure_gummy": "Hex Gummy", + "hexical.page.conjure_gummy.summary": "Conjures a $(item)Hex Gummy$(): a delightful light snack that also provides about a tenth of an $(l:items/amethyst)$(item)Amethyst Dust$()'s worth of _media. Costs about one $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexcasting.action.hexical:conjure_hexburst": "Conjure Hexburst", + "hexical.page.conjure_hexburst.summary": "Conjures a $(item)Hexburst$() of the given iota at the location. Costs about one $(l:items/amethyst)$(item)Amethyst Dust$() and is subject to the Transgress Others mishap.", + "hexical.page.conjure_hexburst.description": "$(item)Hexbursts$() are edible items created by taking an iota and wrapping _media around it, over and over until it gains size. When eaten, a $(item)Hexburst$() instantly adds its iota to the consumer's stack. I shall find this property considerably useful if I ever want to trade my entity reference. Should my stack have an unclosed $(l:patterns/patterns_as_iotas#hexcasting:open_paren)Introspection$(), it pushes it into the forming list.", + "hexcasting.action.hexical:conjure_hextito": "Conjure Hextito", + "hexical.page.conjure_hextito.summary": "Conjures a $(item)Hextito$() of the given _Hex at the location. Costs about two $(l:items/amethyst)$(item)Amethyst Dust$() and is subject to the Transgress Others mishap.", + "hexical.page.conjure_hextito.description": "$(item)Hextitos$() are triangular crunchy snacks I can conjure. When consumed, the consumer immediately casts its _Hex, using their $(item)$(l:items/staff)Staff$()'s stack unlike a regular $(l:items/hexcasting)$(item)casting device$(). I shall find them useful to make simple actions like raycasts or to give out limited uses of a _Hex I have designed. If a consumer's stack has an unclosed $(l:patterns/patterns_as_iotas#hexcasting:open_paren)Introspection$(), it will not cast, making it quite safe to hand out.", + + "hexical.page.spike.title": "Conjure Spike", + "hexical.page.spike.0": "I hear rumors of a sorcerer illager that can summon fangs from the ground. While I find it hard to believe that villagers can shift _media, I have taken inspiration from those myths and created this spell that brings forth spikes from the ground to skewer targets.", + "hexcasting.action.hexical:spike": "Conjure Spike", + "hexical.page.spike.summary": "Takes a non-air position, an axis vector, and a delay in seconds up to ten seconds long and conjures a spike at that location. Costs about one $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexical.page.spike.1": "Each spike takes about a half second to strike and deal a hefty three full hearts of damage before slowly sinking back into the ground. If I cast this spell where a spike has not yet disappeared, it will do nothing. Spikes will also throw back targets in the direction they were conjured.", + + "hexical.page.block_mimicry.title": "Block Mimicry", + "hexical.page.block_mimicry.0": "The Art of _Hexcasting is a versatile craft; I can use _media to simulate a lot of the actions that I rely on blocks to perform without requiring any physical infrastructure. With just my staff, I can $(l:patterns/spells/block_mimicry#hexical:stonecut)cut stone into stairs$(), $(l:patterns/spells/block_mimicry#hexical:dispense)launch arrows$(), and $(l:patterns/spells/block_mimicry#hexical:smelt)cook$() my items for me.", + "hexical.page.block_mimicry.1": "Tales speak of ancient _Hexcasters that have set up entire magical factories without placing a single block.$(br2)$(o)And I need a bigger office, I need a bigger chair$(br)A bigger desk, a bigger staff$(br)A bigger hat to wear", + "hexcasting.action.hexical:piston": "Push", + "hexical.page.piston.summary": "Takes a block position and an axis vector and pushes the block along that vector. Costs an eighth of an $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexical.page.piston.description": "Similar to the block it is mimicking, this spell can push chains of up to 12 blocks if needed and break fragile blocks that a regular $(item)Piston$() would break. It also respects the stickiness of blocks like $(item)Slime$() and $(item)Honey$(), as well as the immovability of certain blocks like $(item)Obsidian$().", + "hexcasting.action.hexical:dispense": "Dispense", + "hexical.page.dispense.summary": "Takes an item entity, a position, and an axis vector and dispenses the item. For most applications, costs about half of one $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexical.page.dispense.description": "More specifically, this spell acts as though a dispenser suddenly appears with the item loaded and fires the dispenser.$(br2)If this spell is used for any type of $(item)Arrow$(), the price increases to a full $(l:items/amethyst)$(item)Charged Amethyst$(). I wonder why Nature would have such an adverse reaction to this specific application. Perhaps I would be too powerful?$(br2)$(o)Upon request, I can also perform a hug.$()", + "hexcasting.action.hexical:smelt": "Cook", + "hexical.page.smelt.summary": "Takes an item entity and cooks it as if in a $(item)Furnace$(). Costs about one $(l:items/amethyst)$(item)Amethyst Dust$() for every ten seconds that the $(item)Furnace$() would need to have been active.", + "hexcasting.action.hexical:roast": "Roast", + "hexical.page.roast.summary": "A specialized variant of $(l:patterns/spells/block_mimicry#hexical:smelt)$(action)Cook$() that simulates a $(item)Campfire$() instead. This has a much more limited set of possibilities; I am unsure why I would ever use this.", + "hexcasting.action.hexical:smoke": "Smoke", + "hexical.page.smoke.summary": "A specialized variant of $(l:patterns/spells/block_mimicry#hexical:smelt)$(action)Cook$() that simulates a $(item)Smoker$() instead, making it unable to process anything but foods but at a faster rate, making the spell cheaper.", + "hexcasting.action.hexical:blast": "Blast", + "hexical.page.blast.summary": "A specialized variant of $(l:patterns/spells/block_mimicry#hexical:smelt)$(action)Cook$() that simulates a $(item)Blast Furnace$() instead, making it unable to process anything but ores but at a faster rate, making the spell cheaper.", + "hexcasting.action.hexical:stonecut": "Cut Stone", + "hexical.page.stonecut.summary": "Takes an item entity and cuts the item into the shape of an item identifier. Costs about an eighth of one $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexical.page.stonecut.description": "The target item must be possible to carve from the source item in a $(item)Stonecutter$(). For instance, $(item)Stone$() can be cut into all manners of stairs, slabs, and walls.$(br2)$(o)I saw the angel in the marble and carved until I set him free.$()", + + "hexical.page.circle_spells.title": "Circle Spells", + "hexical.page.circle_spells.0": "When the _media courses through the boundaries of a $(l:greatwork/spellcircles)$(thing)circle$(), it saturates the domain inside with _media, allowing far greater magical effects and flexibility of _media manipulation than I am used to. The following are some spells which rely on that increased density of _media or properties of the $(l:greatwork/spellcircles)circle$() itself and are to only be cast by an $(l:greatwork/impetus)$(item)Impetus$().", + "hexcasting.action.hexical:displace": "Displace", + "hexical.page.displace.summary": "Teleports an entity within the $(l:greatwork/spellcircles)circle$() to another point within the same $(l:greatwork/spellcircles)$(thing)circle$(). Unlike $(l:patterns/great_spells/teleport)$(action)Greater Teleport$(), this spell takes in world coordinates rather than an offset. Costs about half of an $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexcasting.action.hexical:absorb_arm": "Appendage", + "hexical.page.absorb_arm.summary": "Allows a $(l:greatwork/spellcircles)circle$() to hook onto a $(l:items/pedestals)$(item)Pedestal$() within ambit to use as its $(o)other arm$(). Useful for certain spells that demand an item held in my other hand. It also works as a $(l:patterns/spells/wristpocket)Wristpocket$().", + "hexcasting.action.hexical:create_dust": "Export Media", + "hexical.page.create_dust.summary": "Exports _media out of an $(l:greatwork/impetus)$(item)Impetus$() at a rate of about eleven $(l:items/amethyst)$(item)Amethyst Dust$() spent per ten $(l:items/amethyst)$(item)Amethyst Dust$() created. Takes a location and a number of up to a stack of $(l:items/amethyst)$(item)Amethyst Dust$().", + + "hexical.page.evocation.title": "Evocation", + "hexical.page.evocation.0": "_Media is the energy of thought, so it stands to reason that I should be able to simply $(o)think$() magic into existence rather than waving around a $(item)$(l:items/staff)Staff$(). After all, I have roughly two chunks' worth of $(l:items/amethyst)$(item)Charged Amethyst$() in me at my prime, double that of my $(l:items/staff)$(item)Staff$(). While I can not yet shift arbitrary effects into reality, I can bring it forth a prepared _Hex with a mere gesture, taking _media from my inventory.", + "hexcasting.action.hexical:set_evocation": "Inculcate", + "hexical.page.set_evocation.summary": "Etches a _Hex, allowing me to cast it by holding $(thing)$(k:hexical.evoke)$() for one second. Costs about one $(l:items/amethyst)$(item)Charged Amethyst$().$(br2)$(o)Anthony thought at it, and it turned a flip-flop on the grass, and lay trembling, its eyes gleaming in small black terror.$()", + "hexcasting.action.hexical:get_evocation": "Evocation Reflection", + "hexical.page.get_evocation.summary": "Pushes the _Hex etched into my mind.", + "hexcasting.action.hexical:is_evoking": "Evoker Reflection", + "hexical.page.is_evoking.summary": "Pushes how long I have been evoking. Is -1 if I am not currently evoking.", + "hexical.page.evocation.1": "The ancient texts I have learned this technique from reveals many other interesting trifles: _Hexcasters used to perform evocation without any a _Hex, as a greeting or group ritual by waving their arms and chanting in unison. Experiments have also been done to see if a villager could be granted the ability to shift _media but the results of those experiments were either never documented or have been lost to time.", + + "hexical.page.hotbar.title": "Hotbar", + "hexcasting.action.hexical:get_hotbar": "Handy Reflection", + "hexical.page.get_hotbar.summary": "Pushes a number relating to which of my current items I am currently holding.", + "hexcasting.action.hexical:set_hotbar": "Switch", + "hexical.page.set_hotbar.summary": "Takes a number 0 to 8 and switches my current item to it.$(br2)$(o)Remember, switching to your pistol is always faster than reloading.$()", + + "hexical.page.lesser_sentinels.title": "Lesser Sentinels", + "hexical.page.lesser_sentinels.0": "A bit of sentinel theory: a $(l:patterns/spells/sentinels)$(thing)Sentinel$() is metaphysically-detached shard of my $(thing)Self$(). I can banish, query, and summon it via link but each interaction requires a bit of _media to facilitate the \"handshake\". I can $(l:patterns/great_spells/greater_sentinel)$(action)give even more of my $(thing)Self$(), essentially creating a separate yet near-equally conscious fragment that can cast _Hexes beyond my regular reach and even \"walk\".", + "hexical.page.lesser_sentinels.1": "$(thing)Lesser Sentinels$() are a more diminutive construction: little more than a tagged pocket of _media blessed with a whisper of my $(thing)Self$(). They are just enough to hold their ground where deployed and to be visible to me.$(br2)Due to their lesser sentience, I can establish connections, reposition, banish, and bring forth more of them with ease. I can only have one $(l:patterns/spells/sentinels)$(thing)Sentinel$() out at once; I can have a virtually endless number of $(thing)Lesser Sentinels$().", + "hexcasting.action.hexical:set_lesser_sentinels": "Deploy Sentinels", + "hexical.page.set_lesser_sentinels.summary": "Dismisses any existing $(thing)Lesser Sentinels$() and deploys a $(thing)Lesser Sentinel$() at every position in the list.", + "hexcasting.action.hexical:get_lesser_sentinels": "Infiltration Reflection", + "hexical.page.get_lesser_sentinels.summary": "Returns a list of vectors corresponding to the positions of all my $(thing)Lesser Sentinels$().", + + "hexical.page.pyrotechnics.title": "Pyrotechnics", + "hexical.page.pyrotechnics.0": "I have stumbled across some spells related to pyrotechnics. The _media hums quite festively around the patterns, as if they were once used for grand celebrations, although I shudder to imagine how effective they'd be as a weaponized projectile.$(br2)$(o)You don’t need to say anything. Just watch the fireworks.$()", + "hexcasting.action.hexical:simulate_firework": "Simulate Firework", + "hexical.page.simulate_firework.summary": "Analyzes the $(item)Firework Star$() in my other hand and conjures a firework of that star, with the position, velocity, and gunpowder amount specified. Costs about one $(l:items/amethyst)$(item)Amethyst Shard$().", + "hexcasting.action.hexical:conjure_firework": "Conjure Firework", + "hexical.page.conjure_firework.summary": "$(br)Conjures a firework of my $(o)exact$() specifications. It may be one of the most complex spells in existence. Costs equivalently to the other firework spell.", + "hexical.page.conjure_firework.0": "$(o)Basic Theory$()$(br2)The first two parameters of the spell are simple position and velocity. The third parameter dictates flight duration as a number from 1 to 3. I can imagine it as being the amount of $(item)Gunpowder$() I would add to a firework rocket.$(br2)The remaining parameters can be imagined as specifications for a $(thing)virtual firework star.$()", + "hexical.page.conjure_firework.1": "$(o)Shape$()$(br2)The fourth parameter controls the shape of the explosion, based off a number 0 to 4 inclusive.$(br)- 0 is a simple, small ball-shaped explosion.$(br)- 1 is a large ball-shaped explosion.$(br)- 2 is a star-shaped explosion.$(br)- 3 is a large creeper face-shaped explosion.$(br)- 4 is a conic burst.", + "hexical.page.conjure_firework.2": "$(o)Colors$()$(br2)The fifth and sixth parameters are lists of vectors, representing colors. The first list maps to the colors of the initial explosions, while the second maps to the colors that the particles fade into. There must be at least one vector specified for the first list, but the second list may be empty.$(br2)The vector components represent redness, greenness, and blueness on a scale of 0 to 1 respectively.", + "hexical.page.conjure_firework.3": "$(o)Special Effects$()$(br2)The seventh parameter controls whether the particles of the firework flicker, as if adding glowstone to the $(item)virtual Firework Star$().$(br2)The eighth parameter controls whether the particles of the firework leave trails, as if adding a diamond to the $(item)virtual Firework Star$().", + + "hexical.page.rename.title": "Item Renaming", + "hexcasting.action.hexical:item_name": "Name Item", + "hexical.page.item_name.summary": "Takes an item and renames it to the text given. Resets name if given $(l:casting/influences)$(thing)Null$(). Free.", + "hexcasting.action.hexical:item_lore": "Describe Item", + "hexical.page.item_lore.summary": "Takes an item and a list of text to append as a description. Clears if given $(l:casting/influences)$(thing)Null$(). Free.", + + "hexical.page.shaders.title": "Shaders", + "hexical.page.shaders.0": "These spells revolve around manipulating my light receptors, allowing me to alter my vision for utility and fun. These spells break upon death or me leaving this world and returning at a later date.$(br2)$(o)You sense that something is off. You feel in harmony with the magic. Maan, that color smells interesting. Usual concepts don't apply.$()", + "hexcasting.action.hexical:shader_clear": "Clear Vision", + "hexical.page.shader_clear.summary": "Breaks any shader spell currently applied to me. Useful for \"bleaching\" my eyes after too much experimentation.", + "hexcasting.action.hexical:shader_owl": "Pierce Darkness", + "hexical.page.shader_owl.summary": "Greatly augments my ability to see in the dark, although the light resultingly becomes extremely blinding.", + "hexcasting.action.hexical:shader_lines": "Visualize Forms", + "hexical.page.shader_lines.summary": "Transforms the world into a thin outline of black and white. Possibly useful for identifying subtle contrasts.", + "hexcasting.action.hexical:shader_tv": "Broadcast Vision", + "hexical.page.shader_tv.summary": "Alters my vision to contain strange lines and make objects towards the center of my vision bulge \"towards\" me. Seems to be in reference to something...", + "hexcasting.action.hexical:shader_media": "Identify Importance", + "hexical.page.shader_media.summary": "Transforms my vision to perceive only the most important things...", + "hexcasting.action.hexical:shader_spider": "Split Vision", + "hexical.page.shader_spider.summary": "Splits my vision into multiple sections, similar to what a spider might see. I am unsure whether it actually grants me more vision...", + + "hexical.page.hopper.title": "Hopper", + "hexical.page.hopper.0": "This spell is explicitly designed for the precise and mass transport of items from place to place, supporting a wide array of blocks and entities to pull and push to.$(br2)$(o)allows arbitrary objects to be retrieved... and instantiated in reality... arbitrary information between arbitrary data sources$()", + "hexcasting.action.hexical:hopper": "Hopper", + "hexical.page.hopper.summary": "Instantly transports all items from $(thing)source$() to $(thing)destination$(). Cost scales based on the amount of mass transferred - a stack of 64 items will cost about three $(l:items/amethyst)$(item)Amethyst Dust$(). Numbers are optional; details later.", + "hexical.page.hopper.1": "Entity references to the caster, an $(thing)Armor Stand$(), a $(thing)Minecart with a Chest$(), a $(thing)Hopper Minecart$(), or a $(thing)Boat with a Chest$() within ambit are valid $(thing)sources$() that refer to the respective inventory. They also serve as valid $(thing)destinations$().$(br2)Entity references to $(thing)Item Frames$() and dropped $(thing)Items$() are also valid $(thing)sources$() and $(thing)destinations$(). For $(thing)Items$(), pushes will attempt to stack onto it.", + "hexical.page.hopper.2": "Vectors are also possible $(thing)sources$() and $(thing)destinations$(). If a block with an inventory does not exist at a location, it is a valid $(thing)destination$() to push items out into the world.$(br2)If a block with an inventory does exist, it serves as both a $(thing)source$() and a $(thing)destination$(). If the vector is closest to the center, it pushes and pulls from any inventory slot; if it is instead closer to a face, it will only push to and pull from that face, similar to $(thing)Hoppers$().", + "hexical.page.hopper.3": "If I pass in $(l:casting/influences)$(thing)Null$(), it seems to refer to my $(thing)Ender Chest$()'s inventory. Naturally, this means it will only work for humans casting this spell.$(br2)Because $(thing)sources$() and $(thing)destinations$() can never be numbers, it is distinguishable to pass an optional number after a $(thing)source$() or $(thing)destination$(). This is the num? in the pattern signature and correlates to $(o)slot$().", + "hexical.page.hopper.4": "Slots are a slightly esoteric way that Nature has chosen to represent specific spaces in the inventory. For example, 0, 1, 2, and 3 corresponds to boots, leggings, chestplate, and helmet spaces of an $(thing)Armor Stand$() $(thing)source$() respectively. Passing in slots allows me to dictate to $(l:patterns/spells/hopper#hexical:hopper)$(action)Hopper$() which space to take items from and move items to.$(br2)For quick reference, my hotbar is 0-8, my offhand is 40, and my $(l:patterns/spells/wristpocket)Wristpocket$() is -1.", + "hexcasting.action.hexical:index_hopper": "Hopper Purification", + "hexical.page.index_hopper.summary": "Applies to $(thing)sources$() that support slots; inventories. Returns a list of the item stacks contained within them, with their index in the list being their slot number.", + "hexical.page.index_hopper.description": "While the slot number is generally fairly logical, it can feel arbitrary for storages such as a person's inventory.$(br2)This pattern will be useful in ascertaining the slot number of any given location in a $(thing)source$() or $(thing)destination$()'s inventory. It can also be useful for processing: scanning a $(thing)source$() for what items it contains, evaluating them based on some metrics, and from there deciding whether and where to move them.", + + "hexical.page.horrible.title": "Horrible", + "hexical.page.horrible.0": "Of all the spells I have discovered in my exploration of ancient _Hexcasting notes, there has not been a single pattern remotely like this one. I believe its existence is proof of some greater force that had compelled _Hexcasters to draw it.$(br2)$(o)How does one even begin to draw this, let alone discover it?$()", + "hexcasting.action.hexical:horrible": "Horrible", + "hexical.page.horrible.summary": "Judging by the pattern signature, I can only imagine that it summons something.", + + "hexcasting.action.hexical:charm": "Charm", + "hexical.page.charm.0": "The $(l:patterns/great_spells/charm)$(action)Charm$() spell transforms an item into a self-contained magical item, not unlike a $(l:items/hexcasting)$(item)Cypher$(). They have a battery of _media, disenchant when empty, and can't be recharged or reprogrammed.$(br2)$(o)Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away.$()", + "hexical.page.charm.1": "Charmed items also have a few special features that distinguish them from any other $(l:items/hexcasting)$(item)casting device$().$(br2)They have two patterns for interfacing with an internal iota storage within them. This storage can only be read from and written to within the charmed item.$(br2)They also have the power of input interception.", + "hexical.page.charm.summary": "$(br)Charms an item. Takes the _Hex and an amount of _media in $(l:items/amethyst)$(item)Amethyst Dust$(). Consumes that amount and about three $(l:items/amethyst)$(item)Charged Amethyst$().", + "hexical.page.charm.description": "The lists that follow are used when I am standing and sneaking respectively. When I hold a charmed item, my mouse clicks have an assigned number up to seven; 0 and 1 are left and right-click respectively.$(br2)The charm replaces the original function with the _Hex if I provide an input that exists in the list corresponding to my current pose, starting the stack with the number.", + "hexcasting.action.hexical:write_charmed": "Charmed Gambit", + "hexical.page.write_charmed.summary": "Writes an iota to the charmed item’s internal storage. Subject to the Transgress Others mishap.", + "hexcasting.action.hexical:read_charmed": "Charmed Reflection", + "hexical.page.read_charmed.summary": "Pushes the stored iota from the charmed item’s internal storage.", + "hexcasting.action.hexical:write_charmed_proxy": "Charmed Gambit II", + "hexical.page.write_charmed_proxy.summary": "If the item charged features an iota storage by default, such as a $(l:items/focus)$(item)Focus$(), writes an iota into it.", + "hexcasting.action.hexical:read_charmed_proxy": "Charmed Reflection II", + "hexical.page.read_charmed_proxy.summary": "If the item charged features an iota storage by default, such as a $(l:items/focus)$(item)Focus$(), reads an iota from it.", + "hexcasting.action.hexical:discharm": "Discharm", + "hexical.page.discharm.summary": "Removes a charm from an item without affecting any other property. Costs about one $(l:items/amethyst)$(item)Amethyst Dust$().", + + "hexcasting.action.hexical:greater_blink": "Greater Blink", + "hexical.page.greater_blink.0": "Greater Blink is a significantly cheaper alternative to $(l:patterns/great_spells/teleport)$(action)Greater Teleport$(). It also does not carry the risk of splattering my items upon arrival. However, it only has pitiful range compared to $(l:patterns/great_spells/teleport)$(action)Greater Teleport$() and its destination calculations are... esoteric. Its target is also exclusively myself.", + "hexical.page.greater_blink.summary": "Teleports me up to 128 blocks away, relative to my position and rotation. Costs about two $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexical.page.greater_blink.1": "A vector of (0, 0, 1) would teleport me one block in $(l:patterns/basics#hexcasting:get_entity_look)$(thing)the direction I'm facing$(). A vector of (0, 1, 0) would teleport me one block $(l:patterns/scrying/entities#hexpose:theodolite)$(thing)\"up\" from the top of my head$(). A vector of (0, 1, 10) would teleport me ten blocks forward in the direction I'm facing and one block upwards from the top of my head. A vector of (1, 0, 0) teleports me one block to my right.", + "hexical.page.greater_blink.2": "$(o)I felt three numerical axes perfectly pierce all six faces of my head. For a moment, I was skewered—suspended midair—and then at my specifications, I was violently dragged along the geometrical scaffolds at speeds indistinguishable from instantaneousness.$(br2)I must have been no longer a part of the world, for I was yanked through walls without causing even the smallest disturbance.$()", + + "hexical.page.meshes.title": "Meshes", + "hexical.page.meshes.0": "Meshes are the natural evolution of $(l:patterns/spells/specks)specks$(). Rather than being restricted to iotas and patterns on a two-dimensional plane, meshes accept a list of vectors in three-dimensional space and connect them with lines, allowing for infinite creative constructions. It's also responsive to most patterns used for manipulation of specks.", + "hexcasting.action.hexical:conjure_mesh": "Conjure Mesh", + "hexical.page.conjure_mesh.summary": "Conjures a mesh with the location and leaves a mesh entity on the stack. Costs about one $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexical.page.meshes.1": "When initally conjured, the mesh is invisible and must be woven to gain form. The constraints for the list of vectors provided to a mesh are quite minimal. The list must be no more than 32 vectors long, and those vectors must have magnitudes less than 10. The mesh will then connect each of those points.", + "hexcasting.action.hexical:weave_mesh": "Weave Mesh", + "hexical.page.weave_mesh.summary": "Takes a list of vectors, with constraints defined on the prior page, and weaves the mesh into that shape. Free.", + "hexcasting.action.hexical:read_mesh": "Tangle Purification", + "hexical.page.read_mesh.summary": "Pushes the shape of a mesh as a list of vectors." +} \ No newline at end of file diff --git a/projects/1.20-fabric/assets/modrinth-hexical/hexical/lang/zh_cn.json b/projects/1.20-fabric/assets/modrinth-hexical/hexical/lang/zh_cn.json new file mode 100644 index 000000000000..14ce9945b944 --- /dev/null +++ b/projects/1.20-fabric/assets/modrinth-hexical/hexical/lang/zh_cn.json @@ -0,0 +1,806 @@ +{ + "advancement.hexical:root.title": "咒术满满的一天", + "advancement.hexical:root.description": "开始你在Hexical中的探索吧!", + "advancements.hexical.acquire_arch_lamp.title": "守护精灵", + "advancements.hexical.acquire_arch_lamp.description": "获得大精灵神灯", + "advancements.hexical.acquire_hand_lamp.title": "可造之材", + "advancements.hexical.acquire_hand_lamp.description": "获得精灵神灯", + "advancements.hexical.reload_lamp.title": "举世无双的非凡魔力!", + "advancements.hexical.reload_lamp.description": "为神灯重新充能", + "advancements.hexical.educate_lamp.title": "新秩序", + "advancements.hexical.educate_lamp.description": "向精灵传授新的指示", + "advancements.hexical.specklike.title": "集成现实", + "advancements.hexical.specklike.description": "和增强现实差不多,只不过更加现实", + "advancements.hexical.diy_conjuring.title": "构筑DIY!", + "advancements.hexical.diy_conjuring.description": "为术师方块附加改进", + "advancements.hexical.conjure_hexxy.title": "构筑Hexxy", + "advancements.hexical.conjure_hexxy.description": "给予Hexxy适用于你的世界的物理形态", + "advancements.hexical.conjure_cake.title": "蛋糕是个谎言", + "advancements.hexical.conjure_cake.description": "从一位神秘的恩人那里召来一块免费的蛋糕", + "block.hexical.hex_candle_cake": "插上咒术蜡烛的蛋糕", + "block.hexical.casting_carpet": "施法地毯", + "block.hexical.hex_candle": "咒术蜡烛", + "block.hexical.mage_block": "术师方块", + "block.hexical.media_jar": "媒质罐", + "block.hexical.pedestal": "支座", + "block.hexical.periwinkle": "长春花", + "block.hexical.sentinel_bed": "哨卫床", + "death.attack.magic_missile": "%1$s的魔法存在被%2$s刺穿了", + "death.attack.magic_missile.item": "%1$s的魔法存在被%2$s用%3$s刺穿了", + "death.attack.spike": "%1$s被%2$s刺穿了", + "death.attack.spike.item": "%1$s被%2$s用%3$s刺穿了", + "dye.hexical.uncolored": "无色", + "dye.hexical.white": "白色", + "dye.hexical.orange": "橙色", + "dye.hexical.magenta": "品红色", + "dye.hexical.light_blue": "淡蓝色", + "dye.hexical.yellow": "黄色", + "dye.hexical.lime": "黄绿色", + "dye.hexical.pink": "粉红色", + "dye.hexical.gray": "灰色", + "dye.hexical.light_gray": "淡灰色", + "dye.hexical.cyan": "青色", + "dye.hexical.purple": "紫色", + "dye.hexical.blue": "蓝色", + "dye.hexical.brown": "棕色", + "dye.hexical.green": "绿色", + "dye.hexical.red": "红色", + "dye.hexical.black": "黑色", + "effect.hexical.wooleyed": "毡障", + "effect.hexical.wooleyed.description": "帮助我忘记先前看到的可怖景象。", + "emi.category.hexical.dyeing": "染色法术", + "emi.category.hexical.transmuting": "嬗变", + "entity.hexical.animated_scroll": "活线卷轴", + "entity.hexical.magic_missile": "魔法飞弹", + "entity.hexical.mesh": "网斑", + "entity.hexical.speck": "视斑", + "entity.hexical.spike": "紫水晶尖刺", + "key.categories.hexical": "Hexical", + "key.hexical.evoke": "唤咒", + "key.hexical.open_hexbook": "打开咒术笔记", + "key.hexical.telepathy": "唤起心灵感应", + "item.hexical.animated_scroll_small": "小型活线卷轴", + "item.hexical.animated_scroll_medium": "中型活线卷轴", + "item.hexical.animated_scroll_large": "大型活线卷轴", + "item.hexical.arch_lamp": "大精灵神灯", + "item.hexical.curio_beauty": "宝珠饰品", + "item.hexical.curio_bismuth": "铋晶饰品", + "item.hexical.curio_charm": "护符饰品", + "item.hexical.curio_clover": "四叶草饰品", + "item.hexical.curio_compass": "指南针饰品", + "item.hexical.curio_conch": "螺壳饰品", + "item.hexical.curio_cube": "立方饰品", + "item.hexical.curio_down": "下箭头饰品", + "item.hexical.curio_flute": "笛子饰品", + "item.hexical.curio_handbell": "手铃饰品", + "item.hexical.curio_heart": "爱心饰品", + "item.hexical.curio_interlock": "环纽饰品", + "item.hexical.curio_key": "钥匙饰品", + "item.hexical.curio_staff": "法杖饰品", + "item.hexical.curio_strange": "怪异饰品", + "item.hexical.curio_truth": "真实饰品", + "item.hexical.curio_up": "上箭头饰品", + "item.hexical.grimoire": "咒典", + "item.hexical.hand_lamp": "手持式精灵神灯", + "item.hexical.hex_gummy": "咒术软糖", + "item.hexical.hexburst": "咒术星爆糖", + "item.hexical.hextito": "咒力多滋", + "item.hexical.gauntlet_staff": "护手法杖", + "item.hexical.media_log": "媒质木志", + "item.hexical.media_log.0": "媒质木志", + "item.hexical.media_log.1": "错误木志", + "item.hexical.lei": "花冠", + "item.hexical.lightning_rod_staff": "避雷针法杖", + "item.hexical.plush_hexxy": "Hexxy", + "item.hexical.plush_irissy": "Irissy", + "item.hexical.plush_pentxxy": "Pentxxy", + "item.hexical.plush_quadxxy": "Quadxxy", + "item.hexical.plush_thothy": "Thothy", + "item.hexical.plush_flexxy": "Flexxy", + "item.hexical.scarab_beetle": "圣甲虫", + "item.hexical.tchotchke": "杂饰", + "item.minecraft.potion.effect.wooleyed": "毡障药水", + "item.minecraft.splash_potion.effect.wooleyed": "喷溅型毡障药水", + "item.minecraft.lingering_potion.effect.wooleyed": "滞留型毡障药水", + "item.minecraft.tipped_arrow.effect.wooleyed": "毡障之箭", + "item.minecraft.potion.effect.long_wooleyed": "毡障药水", + "item.minecraft.splash_potion.effect.long_wooleyed": "喷溅型毡障药水", + "item.minecraft.lingering_potion.effect.long_wooleyed": "滞留型毡障药水", + "item.minecraft.tipped_arrow.effect.long_wooleyed": "毡障之箭", + "item.minecraft.potion.effect.strong_wooleyed": "毡障药水", + "item.minecraft.splash_potion.effect.strong_wooleyed": "喷溅型毡障药水", + "item.minecraft.lingering_potion.effect.strong_wooleyed": "滞留型毡障药水", + "item.minecraft.tipped_arrow.effect.strong_wooleyed": "毡障之箭", + "itemGroup.hexical.general": "Hexical", + "stat.hexical.evocation": "受毡障次数", + "subtitles.hexical.amethyst_melt": "紫水晶:融化", + "subtitles.hexical.item_dunks": "物品:浸入", + "subtitles.hexical.evoking_murmur": "玩家:吟唱", + "subtitles.hexical.evoking_casts": "玩家:施法", + "subtitles.hexical.lamp_activate": "神灯:启动", + "subtitles.hexical.lamp_deactivate": "神灯:终止", + "subtitles.hexical.player_slurp": "玩家:啜饮", + "subtitles.hexical.handbell_chimes": "手铃:叮铃", + "subtitles.hexical.replenish_air": "肺:充气", + "subtitles.hexical.scarab_chirps": "圣甲虫:吱吱", + "subtitles.hexical.sudden_realization": "点子:出现", + + "hexical.autograph.header": "由以下人士亲笔签名:", + "hexical.charmed": "咒符", + "hexical.cracked.cracked": "已破解", + "hexical.cracked.hex": "破解出的咒术:%s", + "hexical.grimoire.contains": "含有以下图案的绑定:", + "hexical.hexburst.iota": "所含iota:%s", + "hexical.hextito.hex": "所含咒术:%s", + "hexical.scarab.hex": "习得的咒术:%s", + "hexical.recipe.media_free": "无需消耗", + "hexical.recipe.media_cost": "消耗%s个紫水晶粉", + "hexical.recipe.media_yield": "产出%s个紫水晶粉", + "hexical.ledger.stack": "事故前最后记录到的栈:", + "hexical.ledger.mishap": "最后一次事故的信息:", + "hexical.mage_block.bouncy": "弹性", + "hexical.mage_block.lifespan": "寿命:%d", + "hexical.mage_block.redstone": "激能:%d", + "hexical.mage_block.volatile": "失稳", + + "hexcasting.mishap.bad_block.akashic_bookshelf": "一个阿卡夏书架", + "hexcasting.mishap.bad_block.mage_block": "一个术师方块", + "hexcasting.mishap.bad_block.pedestal": "一个支座", + "hexcasting.mishap.bad_block.flower_spawnable": "空气或一个花盆", + "hexcasting.mishap.bad_block.rotatable": "一个有朝向区分的方块", + "hexcasting.mishap.bad_block.solid_platform": "一个固体平台", + "hexcasting.mishap.bad_item.animated_scroll": "一个活线卷轴", + "hexcasting.mishap.bad_item.anything": "任意物品", + "hexcasting.mishap.bad_item.crackable_item": "一个可施放咒术的设备或饰品", + "hexcasting.mishap.bad_item.firework_star": "一个烟火之星", + "hexcasting.mishap.bad_item.grimoire": "一个咒典", + "hexcasting.mishap.bad_item.nonfull_grimoire": "一个拥有少于512条绑定的咒典", + "hexcasting.mishap.bad_item.has_brain": "一个能够思考的村民", + "hexcasting.mishap.bad_item.autographed": "一个经过签名的物品", + "hexcasting.mishap.bad_item.hand_lamp": "一个手持式精灵神灯", + "hexcasting.mishap.bad_item.lamp": "一个空神灯", + "hexcasting.mishap.bad_item.mesh": "一个网斑", + "hexcasting.mishap.bad_item.scarab_beetle": "一个圣甲虫", + "hexcasting.mishap.bad_item.smart_villager": "一个老手或更高等级的村民", + "hexcasting.mishap.bad_item.sniffer": "一只嗅探兽", + "hexcasting.mishap.bad_item.speck": "一个视斑", + "hexcasting.mishap.bad_item.specklike": "一个类视斑实体", + "hexcasting.mishap.bad_item.target.smelting": "一个可在熔炉中烧炼的物品", + "hexcasting.mishap.bad_item.target.roasting": "一个可在营火中烧炼的物品", + "hexcasting.mishap.bad_item.target.smoking": "一个可在烟熏炉中烧炼的物品", + "hexcasting.mishap.bad_item.target.blasting": "一个可在高炉中烧炼的物品", + "hexcasting.mishap.bad_item.target.stonecutting": "一个可在切石机中切制的物品", + "hexcasting.mishap.bad_item.uncharmed": "一个非咒符物品", + "hexcasting.mishap.invalid_value.axis_vector": "一个轴向向量", + "hexcasting.mishap.invalid_value.horizontal_axis_vector": "一个水平轴向向量", + "hexcasting.mishap.invalid_value.class.dye": "一个染料", + "hexcasting.mishap.invalid_value.class.pigment": "一个染色剂", + "hexcasting.mishap.invalid_value.conjurable_flora_id": "一个代表可构筑花卉的标识", + "hexcasting.mishap.invalid_value.entity_or_vector": "一个实体或向量", + "hexcasting.mishap.invalid_value.hopper_source": "一个代表物品来源的iota", + "hexcasting.mishap.invalid_value.hopper_destination": "一个代表物品目的的iota", + "hexcasting.mishap.invalid_value.inventory": "一个代表物品栏、存储空间的iota", + "hexcasting.mishap.invalid_value.lesser_sentinel_list": "一个向量列表", + "hexcasting.mishap.invalid_value.mesh_design": "一个由最多32个模长小于10的向量组成的列表", + "hexcasting.mishap.invalid_value.nonempty_list": "一个非空列表", + "hexcasting.mishap.invalid_value.number_list": "一个由数组成的列表", + "hexcasting.mishap.invalid_value.number_or_vector": "一个数或向量", + "hexcasting.mishap.invalid_value.small_vector": "一个长度小于等于2的向量", + "hexcasting.mishap.invalid_value.text_list": "一个文本iota列表", + "hexcasting.mishap.invalid_value.to_pigment": "一个有色染料、一个代表染色剂物品的标识、一个含有染色剂的物品实体,或一个玩家", + "hexcasting.mishap.invalid_value.colored_dye": "一个有色染料", + "hexcasting.mishap.invalid_value.colored_dye_list": "一个有色染料列表", + "hexcasting.mishap.invalid_value.vector_list": "一个向量列表", + "hexcasting.mishap.hexical:active_arch_lamp": "物品栏中本应有一个启动的大精灵神灯。", + "hexcasting.mishap.hexical:can_not_dye": "目标无法染色或目标不支持该颜色。", + "hexcasting.mishap.hexical:inedible_wristpocket": "魔袋中的物品无法食用。", + "hexcasting.mishap.hexical:magic_missile_coordinates": "无法辨识出空间轴。", + "hexcasting.mishap.hexical:needs_charmed_item": "本应由咒符物品施放。", + "hexcasting.mishap.hexical:needs_lamp": "本应由精灵施放。", + "hexcasting.mishap.hexical:needs_hand_lamp": "本应由手持式精灵神灯施放。", + "hexcasting.mishap.hexical:needs_staff": "本应由法杖施放。", + "hexcasting.mishap.hexical:outside_circle": "法术超出了法术环的边界。", + "hexcasting.mishap.hexical:illegal_jailbreak": "试图破解内含咒术的施法物品。", + "hexcasting.mishap.hexical:invalid_slot": "%d不适用于%s指定的存储空间。", + "hexcasting.mishap.hexical:no_prestidigitation": "目标没有戏法响应效果。", + + "hexcasting.action.book.hexical:get_arch_lamp_position": "大精灵之精思:空间型", + "hexcasting.action.book.hexical:get_arch_lamp_rotation": "大精灵之精思:旋转型", + "hexcasting.action.book.hexical:get_arch_lamp_velocity": "大精灵之精思:运动型", + "hexcasting.action.book.hexical:get_arch_lamp_use_time": "大精灵之精思:时间型", + "hexcasting.action.book.hexical:get_arch_lamp_media": "大精灵之精思:媒质型", + "hexcasting.action.book.hexical:get_arch_lamp_storage": "大精灵之精思:记忆型", + "hexcasting.action.book.hexical:get_hand_lamp_position": "精灵之精思:空间型", + "hexcasting.action.book.hexical:get_hand_lamp_rotation": "精灵之精思:旋转型", + "hexcasting.action.book.hexical:get_hand_lamp_velocity": "精灵之精思:运动型", + "hexcasting.action.book.hexical:get_hand_lamp_use_time": "精灵之精思:时间型", + "hexcasting.action.book.hexical:get_hand_lamp_media": "精灵之精思:媒质型", + "hexcasting.action.book.hexical:get_hand_lamp_storage": "精灵之精思:记忆型", + "hexcasting.action.book.hexical:has_autograph": "验证器之馏化", + "hexcasting.action.book.hexical:right_click_other": "操纵之纯化", + "hexcasting.action.book.hexical:serialize_pattern": "笔迹师之纯化", + "hexcasting.action.book.hexical:deserialize_pattern": "书法师之纯化", + "hexcasting.action.book.hexical:shuffle_pattern": "图案制作师之馏化", + "hexcasting.action.book.hexical:read_shelf": "图书管理员之纯化,第二型", + "hexcasting.action.book.hexical:zone_specklike": "区域之馏化:类视斑", + "hexcasting.action.book.hexical:modify_block_bouncy": "弹性", + "hexcasting.action.book.hexical:modify_block_energized": "激能", + "hexcasting.action.book.hexical:modify_block_ephemeral": "消逝", + "hexcasting.action.book.hexical:modify_block_invisible": "隐形", + "hexcasting.action.book.hexical:modify_block_volatile": "失稳", + + "hexical.page.hexical_changes.title": "Hexical 中的改动", + "hexical.page.hexical_changes.0": "我和周围环境中的$(media)媒质$()貌似更同调了。也可以说是更$(o)友好$()。我甚至可以感受到它们在我身边流动,对我的操作做出回应,就像是在向我展示新的法术。$(media)媒质$()也变得更可塑、更$(o)可操纵$(),令媒质产生更精确精细的效果已不是难事。我还可以按下$(thing)$(k:hexical.open_hexbook)$()就打开$(item)咒术笔记$()。", + "hexical.page.hexical_changes.1": "我的工具也更顺手了。我无需再全神贯注地使用$(l:items/staff)$(item)法杖$(),而是可在使用时四处走动;之后射线追踪的时候目标就再也跑不出我的视线范围了。不过我也不能太过放松,自然对我失误的惩罚力度依然如旧。我现在还可以用$(l:patterns/readwrite#hexcasting:write)$(action)书吏之策略$()直接向$(l:items/abacus)$(item)算盘$()写入。", + "hexical.page.lightning_rod_staff.0": "我往一支避雷针的末端嵌了一整块紫水晶,就得到了这种造型令人印象深刻的$(l:items/staff)$(item)法杖$()。它拿起来有些沉重,但用起来仿佛在$(o)号令闪电$()。", + "hexical.page.lightning_rod_staff.1": "$(o)我知道世上有困难$(br)而且不止一种。$(br)有些自前路而来$(br)有些从身后接近。$(br2)但我买了根球棍。$(br)你看,我已经准备完毕。$(br)现在我的那些麻烦事$(br)马上就要有$(l)麻烦$()了!", + "hexical.page.gauntlet_staff.0": "$(l:items/staff)$(item)法杖$()很重,拿着也不趁手。要是对其失去了兴趣,可以换成这个护手一样的设备,以此亲手感知、亲手操控$(media)媒质$()。", + "hexical.page.gauntlet_staff.1": "$(o)况且一根法杖对我而言似乎也是天方夜谭。如果你需要一个合适的工具来控制并操纵灵气,我想手套就是个不错的选择。$()$(br2)——我从一本古怪的书里复原出的笔记。很明显书中所谓“灵气”就是指$(media)媒质$()。", + + "hexical.page.grimoire.title": "咒典", + "hexical.page.grimoire.0": "以$(l:items/amethyst)$(item)充能紫水晶$()和$(l:items/edified)$(item)启迪木$()$()给$(item)附魔书$()装面,$(item)附魔书$()便能将$(media)媒质$()困在书页内部,就像一间回音室。之后可向其中引入最多 512 条图案至图案列表的绑定关系,以让$(item)咒典$()内部的$(media)媒质$()无限反弹。", + "hexical.page.grimoire.1": "在我的物品栏或$(thing)末影箱$()中放有$(item)咒典$(),再通过$(l:items/staff)$(item)法杖$()绘制其中与列表关联的$(l:patterns/patterns_as_iotas)图案$(),自然即会认为我绘制了整个列表;这可以简化常用曼怛罗和大型图案的绘制。$(item)咒典$()甚至还能覆盖自然提供的$(l:patterns/patterns_as_iotas)图案$()。$(br2)$(o)要是想读一本还没写出来的书,那就亲自去写。$()", + "hexcasting.action.hexical:write_grimoire": "写入咒典", + "hexical.page.write_grimoire.summary": "向副手$(item)咒典$()写入一个图案至图案列表的绑定关系。", + "hexcasting.action.hexical:erase_grimoire": "擦除咒典", + "hexical.page.erase_grimoire.summary": "若副手持有$(item)咒典$(),擦除其中相应的图案列表绑定。", + "hexcasting.action.hexical:index_grimoire": "档案员之精思", + "hexical.page.index_grimoire.summary": "获取副手$(item)咒典$()中所有图案的列表。", + + "hexical.page.scarab.title": "圣甲虫", + "hexical.page.scarab.0": "$(item)圣甲虫$()是个护符,能拦截被自然排斥的图案。$(br2)在我的物品栏或$(thing)末影箱$()中启动后,每当与我有关联的任何事物运行了对自然无意义的图案时,圣甲虫即会前来施放它的$(hex)咒术$(),规避事故。$(br2)$(o)我不管了,上吧圣甲虫。$()", + "hexical.page.scarab.1": "我可以向圣甲虫下达指令,告诉它该如何处理这些“无效”图案,以及如何将它们替换为另一套图案。我可借此制造$(o)新$()图案——它们甚至在$(l:items/hexcasting)$(item)施法物品$()里都能用。", + "hexical.page.scarab.2": "$(l:patterns/readwrite#hexcasting:write)$(action)书吏之策略$()可以教导圣甲虫一则$(hex)咒术$()。将鼠标悬停在其上可显示其$(hex)咒术$(),但这则$(hex)咒术$()不可被$(l:patterns/readwrite#hexcasting:read)$(action)书吏之精思$()等手段读取。我可以随时教导它们$(hex)咒术$()。$(br2)运行无效图案时,该图案会作为 iota 压入栈顶,从而规避事故。然后$(item)圣甲虫$()会施放所学的$(hex)咒术$(),并让原$(hex)咒术$()继续执行事故处之后的部分。", + "hexical.page.scarab.3": "$(item)圣甲虫$()本质上允许我去新造图案,且产物在$(l:items/staff)$(item)法杖$()和$(l:items/hexcasting)$(item)施法物品$()等各类事物都有效。它很适合制造$(br2)$(l:patterns/pattern_manipulation)能操纵图案的元操作图案$(),可借此实现高阶的处理功能。理论上来说,我可以创造出一整族无限个图案,类似$(l:patterns/numbers)数字面量$()和$(l:patterns/stackmanip#hexcasting:mask)$(action)簿记员之策略$()等。", + + "hexical.page.animated_scroll.title": "活线卷轴", + "hexical.page.animated_scroll.0": "往$(l:items/scroll)$(item)卷轴$()中$(l:items/media_jar)灌注$()一小份$(media)媒质$(),就得到了$(item)活线卷轴$(),其上墨迹会像$(l:items/staff)$(item)法杖$()绘制出的图案那样颤动。$(br2)$(item)活线卷轴$()不只能接受单个$(l:patterns/patterns_as_iotas)图案 iota$(),还能接受图案列表。$(br2)$(o)不带点疯劲,怎么能叫作家呢?$()", + "hexical.page.animated_scroll.1": "对于图案列表而言,$(item)活线卷轴$()会依次进行展示,每秒切换一次。两张内容相同的卷轴会自动同步。", + "hexical.page.animated_scroll.2": "可以用$(l:patterns/readwrite#hexcasting:read/entity)$(action)编年史家之纯化$()和$(l:patterns/readwrite#hexcasting:write/entity)$(action)编年史家之策略$()远程读写此类卷轴。", + "hexical.page.animated_scroll.3": "有一系列法术能修改$(item)活线卷轴$()。详细记载见后页。", + "hexcasting.action.hexical:normalize_scroll": "恢复卷轴", + "hexical.page.normalize_scroll.summary": "将卷轴的纸页恢复到未经改动的状态。", + "hexcasting.action.hexical:age_scroll": "陈化卷轴", + "hexical.page.age_scroll.summary": "令$(item)活线卷轴$()的纸页泛黄,产物和我找到的一些远古卷轴极为相似。", + "hexcasting.action.hexical:vanish_scroll": "隐消卷轴", + "hexical.page.vanish_scroll.summary": "使得$(item)活线卷轴$()的纸张隐形,图案保留不变,看上去就像图案被蚀刻在方块表面一样。", + "hexcasting.action.hexical:color_scroll": "色染墨迹", + "hexical.page.color_scroll.summary": "改变$(item)活线卷轴$()墨迹的颜色,具体由所给向量决定;各分量对应红、绿、蓝,取值范围为 0 到 1。", + "hexcasting.action.hexical:glow_scroll": "点亮墨迹", + "hexical.page.glow_scroll.summary": "使得$(item)活线卷轴$()的墨迹在所有光照条件下均发光。", + + "hexical.page.hex_candle.title": "咒术蜡烛", + "hexical.page.hex_candle.0": "首次以$(l:patterns/spells/prestidigitation)魔法$()或$(item)打火石$()点燃后,这些漂亮的小蜡烛上会燃起苍白色的火焰。若有人与其交互,它似乎会复制该人的$(l:items/pigments)染色剂$()。也可以手持$(l:items/pigments)染色剂$()交给它来改变它的颜色。$(br2)熄灭需按下潜行和使用键。", + "hexical.page.hex_candle.1": "它们和普通的$(item)蜡烛$()一样,也可以插到$(item)蛋糕$()上。$(br2)$(o)医生发现自己身处一个巨大的洞穴之中,那里面排满了无数颤动着火焰的蜡烛,每一支都代表了一个生命的长短。$()", + + "hexical.page.media_jar.title": "媒质罐", + "hexical.page.media_jar.0": "我成功把我手头的$(l:items/amethyst)$(item)紫水晶$()全部融化到这个小罐里了!但对于从中汲取$(media)媒质$()来说,它的玻璃外壁还是太厚了。我也曾听过故事称古代的$(hex)咒术师$()解决了这个难题,成功把液态$(media)媒质$()装到了某种瓶子里去供$(hex)咒术$()使用。不过,这个$(item)媒质罐$()也有回收媒质的神奇功能。", + "hexical.page.media_jar.description": "$(o)就在那儿,她看见了一团浅浅的雾:那东西只有鸡蛋大小。它在柔和的淡海绿色之外几乎不带什么颜色,闪闪发光,非常漂亮。", + "hexical.page.media_jar.1": "我可以把物品浸到$(item)罐$()中,以向其中注入$(media)媒质$()。没有$(media)媒质$()容纳能力的物品会受$(media)媒质$()外渗的影响,从而产生$(o)嬗变$(),转化的终点千奇百怪、无法预测,却能带来惊喜。$(br2)可以对放置出来的$(item)媒质罐$()使用物品,也可在物品栏中用跟$(item)收纳袋$()一样的方式操作,还可用$(item)漏斗$()存入和取出物品,$(l:patterns/spells/hopper)$(action)漏斗$()法术也是一样。", + "hexical.recipe.alchemists_take_this.header": "制金", + "hexical.recipe.alchemists_take_this.text": "将铜嬗变成金。炼金术师之梦。", + "hexical.recipe.thoughtknot.header": "编织结念绳", + "hexical.recipe.thoughtknot.text": "往大量$(media)媒质$()里进入$(item)线$()就可制成$(l:items/thought_knot)$(item)结念绳$(),而无需往上刷$(l:items/amethyst)$(item)紫水晶粉$()。效率稍微高些。", + "hexical.recipe.unthoughtknot.header": "释放念结", + "hexical.recipe.unthoughtknot.text": "吸出$(l:items/thought_knot)$(item)结念绳$()的媒质。相较合成配方来说会损耗$(media)媒质$(),却是回收点滴$(media)媒质$()的好方法。", + "hexical.recipe.cry_obsidian.header": "感伤黑曜石", + "hexical.recipe.cry_obsidian.text": "向$(item)黑曜石$()中注入$(media)媒质$()。这些$(media)媒质$()会从中溢出,看上去就好像在流泪。", + "hexical.recipe.uncry_obsidian.header": "安慰黑曜石", + "hexical.recipe.uncry_obsidian.text": "返还$(item)哭泣的黑曜石$()中的$(media)媒质$()。$(br2)$(o)心理咨询!:D$()", + "hexical.recipe.fossil_fuel.header": "煤炭", + "hexical.recipe.fossil_fuel.text": "向$(item)木炭$()注入思维并立刻杀灭,将其转化成$(item)煤炭$()。方便压缩存储。", + "hexical.recipe.renewable_fuel.header": "木炭", + "hexical.recipe.renewable_fuel.text": "将$(item)煤炭$()转化成$(item)木炭$()。为什么啊?", + + "hexical.page.casting_carpet.title": "施法地毯", + "hexical.page.casting_carpet.0": "我可以将$(l:items/amethyst)$(item)紫水晶$()编织到普通的地毯里去,得到的就是这张柔软舒适的地毯。站在地毯上就能感受到$(media)媒质$()在我脚下流动。让人有些迷糊,但也能为人安神。$(br2)有种醍醐灌顶的感受,就好像带着一片$(l:items/lens)$(item)探知透镜$(),只是效果偏弱。我的$(hex)咒法学$()视野似乎得到了扩展。", + "hexical.page.casting_carpet.1": "$(o)红地毯为什么非要是红色?它可以是任何颜色的。$()", + + "hexical.page.media_log.title": "媒质木志", + "hexical.page.media_log.0": "研习$(hex)咒法学$()这门技艺时,无法追踪$(hex)咒术$()的情况真是家常便饭;自然则乐于在犯错的那一刹那就降下惩罚。$(br2)还好,自然也允许我反思自己的愚蠢……当然,愚蠢的后果是逃不过的。", + "hexical.page.media_log.1": "他们称之为$(item)$(m)错误$()$(item)媒质木志$()。往$(l:items/edified)$(item)启迪原木$()里扎一片$(l:items/amethyst)$(item)紫水晶$(),然后不知怎的,自然就会把我犯的错发给我的意识了。", + "hexical.page.media_log.2": "$(item)媒质木志$()只会捕获我使用$(l:items/staff)$(item)法杖$()和$(l:items/hexcasting)施法物品$()时犯的错。$(br2)拿住它然后沉思,它就会为我依次揭示最后施放的若干图案(甚至包括$(l:patterns/meta)图案$()施放的,所有这些都会展开成线性流)、所招致的事故,以及事故到来前栈顶的若干 iota。", + "hexical.page.media_log.3": "理论上来说,在$(l:items/hexcasting)施法物品$()施法完毕后,我可以用它获取其中内容;不过它追踪不了几个图案,能完整取出的基本上只有极其简单的$(hex)咒术$()。$(br2)$(o)你看到的可能只是一堆收据,我看到的却是一则故事。我看得出来这个故事的走向,而且这个走向不是很好。$()", + + "hexical.page.sentinel_bed.title": "哨卫床", + "hexical.page.sentinel_bed.0": "这张床里的$(item)磁石$()似乎能让它自身和$(o)其上的实体$()一直处于我$(hex)咒术$()的影响范围内;不过我更倾向于认为,我的$(l:patterns/spells/sentinels)$(thing)哨卫$()是因为喜欢$(item)羊毛$()才这样的。猫也觉得这张床很舒服,就和燃烧中的熔炉和床一样。$(br2)我听过些传言,说古代的$(hex)咒术师$()会把它当成无视距离的 iota 仓储方块,但我想不出来是怎么做到的。", + "hexical.page.sentinel_bed.1": "$(o)为我的哨卫准备的舒适床铺,它似乎总想趴回上面。$()", + + "hexical.page.periwinkle.title": "长春花", + "hexical.page.periwinkle.0": "有一种灭绝已久的花朵,叫作$(item)长春花$()。它们很漂亮,还有安神的作用;古代的$(hex)咒术师$()会用它们来抚平$(hex)咒法学$()带来的莫大恐惧。$(br2)$(o)特别的花送给特别的人。$()", + "hexcasting.action.hexical:periwinkle": "引发挖掘", + "hexical.page.periwinkle.summary": "好在,$(hex)咒法学$()是门适用面很广的技艺,有寻回几乎任何事物的能力。", + "hexical.page.periwinkle.1": "我认为有一种生物能够$(o)嗅探$()出这种花。我可以对这些$(thing)嗅探兽$()施放前页的法术,让它们立刻低头挖出这种花。$(br2)对自由意志的扭曲有代价,需要消耗大约 3 个$(l:items/amethyst)$(item)充能紫水晶$()。这么做偶尔会产生无害的精神$(o)错误$();毕竟人无完人,在处理和意识一样复杂的事物时就更是这样了。", + "hexical.page.periwinkle.2": "挖掘的过程一定有魔法的参与:$(thing)嗅探兽$()能从所有方块里挖出$(item)长春花$(),无机物方块、甚至连来自其他现实位面的方块都可以。$(br2)我猜,这个法术并不只是“让”$(thing)嗅探兽$()挖出了花,而是$(o)构筑$()了花。法术从大脑中搜出有关$(item)长春花$()的记忆,再据找到的模板实际创造出花朵,$(thing)嗅探兽$()才能挖出来。而如果它能挖到,那$(l:patterns/spells/conjure_flora)我也可以$()。", + + "hexical.page.lei.summary": "成功复原几簇$(l:items/periwinkle)$(item)长春花$()之后,就能拿它们编$(item)花冠$()了!$(item)花冠$()的增益和$(l:items/lens)$(item)探知透镜$()比较像,只不过相比之下明显偏弱。", + "hexical.page.lei.description": "佩戴后,$(l:items/periwinkle)$(item)长春花$()的安神功效可防止我坠入疯狂。最明显的作用就是能阻止自然把我的生命抽去施放$(hex)咒术$()。$(br2)如果其他人没有穿戴头盔,就可为他们戴上$(item)花冠$()。$(hex)咒术师$()视之为表达亲昵和爱慕;这既是因为$(item)花冠$()具有防御功能,也是因为采长春花本身就需要费一番功夫。", + + "hexical.page.plushies.title": "玩偶", + "hexical.page.plushies.0": "古代的$(hex)咒术师$()还制造了这些好看的$(item)玩偶$()!它们的外形和我在$(hex)咒法学$()中遇到的图案很相似。不太清楚它们有没有实际作用,但它们确实是不错的收藏品。$(br2)偶来拜访的流浪商人可能会在旅途中捡到一两个。", + "hexical.page.plushies.hexxy": "看着有些呆。放在物品栏里时总给我种焦虑感。", + "hexical.page.plushies.thothy": "好像在睡觉。带着它的时候会有种奇特的确定感,就好像它在守护我一样。", + "hexical.page.plushies.irissy": "不管放在哪里都像在盯着我。伟大的 Irissy 啊,你曾见过何物?", + "hexical.page.plushies.quadxxy": "可能是手不够巧的人做的。拼都拼不进六边形网格啊!", + "hexical.page.plushies.pentxxy": "……这些玩意会不会是故意做成这样的。", + "hexical.page.plushies.flexxy": "这个玩偶的$(o)细节$()处理好到吓人。Flexxy 肯定是很多人的偶像,不然怎么会有人花这么大力气做它的造像呢。", + + "hexical.page.wooleyed_potion.title": "毡障药水", + "hexical.page.wooleyed_potion.0": "这些$(item)药水$()能让我遗忘$(hex)咒法学$()的部分骇人知识。基础效力的药水能阻止我用生命交换$(media)媒质$(),很适合防止一个小小的计算失误造成严重后果。效力更强的药水会阻断所有卓越法术,大概可以用作攻击性武器。$(br2)$(o)未曾有人见过。$()", + "hexical.page.wooleyed_potion.header": "毡障药水", + "hexical.page.wooleyed_potion.1": "将$(l:items/periwinkle)$(item)长春花$()酿造入$(item)粗制的药水$()即可获得这种药水。$(item)荧石粉$()和$(item)红石粉$()依然具有强化和延时功效,和大多数药水一样。", + + "hexical.page.curios.title": "饰品", + "hexical.page.curios.0": "$(item)饰品$()是一类装饰性物品,可在$(item)切石机$()中磨削$(l:items/amethyst)$(item)充能紫水晶$()制造。$(br2)它们和$(l:patterns/great_spells/charm#hexical:charm)$(action)咒符$()法术有特殊交互功能;且在施加咒符后,无论是$(l:patterns/great_spells/charm#hexical:discharm)$(action)解除咒符$()法术还是咒符的$(media)媒质$()耗尽,一旦咒符消散,咒符附着的$(item)饰品$()即会破碎。", + "hexical.page.curio_bismuth.summary": "形状来源于一种叫$(o)铋$()的矿物,传言中它能形成这种几何形状式的构造。我目前还没发现过铋,但我可以复刻出它在传言中的外形。$(br2)我不相信这种形状能自然形成,但自然总是喜欢给我来个惊喜。", + "hexical.page.curio_clover.summary": "一株四叶草,其形状源自通常用来代表好运的象征符。我不清楚为什么 4 这个数能让自然赋予持有者好运,要真有这么个数那也该是 6,但我依然忠实保留了它的外观。假如四叶草是拿晶体雕刻出来的,那它还能和这种迷信一样,带来好运吗?", + "hexical.page.curio_compass.summary": "一块$(item)指南针$()。如果$(l:patterns/great_spells/charm)$(action)咒符$()$(hex)咒术$()在栈顶留下了一个向量,那么它的指针就会指向向量对应的位置。$(br2)它甚至能在空间规律混乱的地方运作,普通的$(item)指南针$()做不到这一点。$(l:patterns/readwrite)读取$()它会返回一个单位向量。", + "hexical.page.curio_conch.summary": "一枚纹理细密的贝壳。把它放在耳边,就能听见环境$(media)媒质$()的声音;听上去像是海滩边的海浪声。$(br2)我目前还没溺亡在其中,也许只是因为我没有想得太多。就像是在蜂蜜里游泳一样。", + "hexical.page.curio_cube.summary": "无趣、却很经典的简单方块。我居住的世界全是方块,不造个方块说不过去。", + "hexical.page.curio_flute.summary": "一件乐器。向上或向下看时使用即可吹奏。$(br2)如果$(l:patterns/great_spells/charm)$(action)咒符$()$(hex)咒术$()在栈顶留下了一个数,那么它就会在使用后弹奏一个音符;和$(l:patterns/spells/basic#hexcasting:beep)$(action)弹奏音符$()以该数为第二参数模拟长笛音色一致。", + "hexical.page.curio_handbell.summary": "古色古香的小手铃,摇动时能发出两声叮铃声。其上刻有某位神祇的符印。$(br2)自古以来,铃铛和钟——比如手铃——就被用于呼唤帮助和召来帮手。对其施加$(l:patterns/great_spells/charm)咒符$()后即可召唤我自己的帮手。", + "hexical.page.curio_heart.summary": "古代的$(hex)咒术师$()通常会用这种形状的$(item)饰品$()互相表达爱意和崇敬之情。$(br2)我能感受到它在我手中轻微跳动,即便它是用没有生命的晶体制成的……也许是因为我脑海中认为它应该在跳动。", + "hexical.page.curio_interlock.summary": "一对圆环;我专门把它们加工成相互独立又相互连接的样子,不破坏其中一个就无法让两者分离。$(br2)要触发它的咒符,应当抓住两个圆环然后猛地拉开,让两者相互碰撞。", + "hexical.page.curio_key.summary": "不那么忠实的钥匙仿制品。我见过的所有锁它都插不进去,而且它上面根本没有能拿来开锁的结构。$(br2)也许我要自己发明出适配这把钥匙的锁,而不是拿钥匙去找锁。", + "hexical.page.curio_staff.summary": "做工精细的法杖,居然用一块晶体就做成了。可惜的是我没法像用普通$(l:items/staff)$(item)法杖$()一样挥舞它。施加$(l:patterns/great_spells/charm)咒符$()后,它即能发出$(media)媒质$()的呼啸声。$(br2)不知道$(l:items/amethyst)$(item)紫水晶$()做成的$(l:items/staff)$(item)法杖$()会不会在施放$(hex)咒术$()时消耗掉自身。", + "hexical.page.curio_charm.summary": "切割成常见宝石形状的天然晶体,不知为何这么做就能大大提升其感知价值。$(br2)可惜,它的体积过大,而且$(l:items/amethyst)$(item)紫水晶$()本身不够透光,造不出我想象中那种流光溢彩的珠宝。大概完美也没那么有趣吧。", + "hexical.page.curio_strange.summary": "异形的$(item)护符饰品$(),加工过度,还加上了各种凸起。$(br2)奇怪的是,这些突出的棱、尖锐的凸起和凸角反倒让它比$(item)护符饰品$()还会偏转光线,还要光亮夺目了。", + "hexical.page.curio_beauty.summary": "致密的$(l:items/amethyst)$(item)紫水晶$()小珠子。我磨掉了原有晶体的大部分物质,然后不断压缩,直至压成一颗近乎完美的小球。$(br2)和构想一样,它的体积很小,但重量可不小。", + "hexical.page.curio_truth.summary": "这件$(item)饰品$()是$(item)宝珠饰品$()的反面,代表着真实的抽象概念;它更尖锐、层次更多,形如一滴眼泪。我采用了特殊的切割方法,可让它以特殊方式偏振光线;它的四个象限偏转光线的方式都互相有些许差异。", + "hexical.page.curio_up.summary": "向上的箭头。经过了特殊的切割加工,以让其平衡中心偏向下方。这样它就能自行转到指向上方了。$(br2)$(hex)咒术师$()通常会用这种形状来表达赞成。", + "hexical.page.curio_down.summary": "向下的箭头。切割方式稍有改动,以区分它和倒着拿的$(item)上箭头饰品$()。它偏转光线的方向稍有不同,且会自行指向下方。$(br2)$(hex)咒术师$()通常会用这种形状来表达反对。", + + "hexical.page.pedestal.title": "支座", + "hexical.page.pedestal.0": "$(item)支座$()可让物品安全地悬浮起来。它和$(item)物品展示框$()还有$(item)箱子$()不一样——我的$(hex)咒术$()仍可和物品交互,就好像物品还掉在地上一样。空$(item)支座$()会吸引物品,它和$(item)漏斗$()的交互也基本如我预期。甚至替换物品也行。", + "hexical.page.pedestal.1": "$(o)支座和所有狭小局促的空间一样——都和监狱差不多。$()", + + "hexical.category.lamp": "精灵神灯", + "hexical.category.lamp.desc": "我曾在村民讲述的故事中听到过一个魔法物件。村民说有一个能实现愿望的精灵住在里面,但我怀疑这不过是数百年来口口相传所生的附会罢了。不过传说必然不会毫无来由,这件物品必然有强大之处;因此我分出了这一章,用于记录我对它的研究。", + + "hexcasting.action.hexical:lamp_finale": "终局之精思", + "hexical.page.lamp_finale.hand": "放下$(item)神灯$()的那一刹那,它会额外施法一次。这个图案能判断精灵的施法是否是最后一次,并据此做出反应。", + "hexical.page.lamp_finale.arch": "停止$(item)大精灵神灯$()时,它会额外施法一次。和普通的$(l:lamp/hand_lamps)$(item)手持式精灵神灯$()一样,我可以使用$(l:lamp/hand_lamps#hexical:lamp_finale)$(action)终局之精思$()来判断某一次施法是否是最后的残响。", + + "hexical.page.hand_lamps.title": "手持式灯壶", + "hexical.page.hand_lamps.0": "我终于找到了上千年传言中说的东西了!如此物件居然是在一位流浪商人的手里。这件$(item)手持式神灯$()仍带有难以捉摸的残存$(media)媒质$()气息,就好像里面缺了什么东西……很像$(l:items/focus)$(item)核心$()里用来存储 iota 的$(o)媒质空腔结构$()。我还感受到$(item)神灯$()里有一个存在,它的施法能力与我相当。", + "hexical.page.hand_lamps.1": "感觉没错,$(item)神灯$()里有一个$(o)活着的、有智慧的$()意识,但究竟是何物维持了它的生命又把它困在灯里,我不得而知。若不管$(item)神灯$()的可怖用途,它的设计可谓巧如天工。按住触发按钮时,我的图案会送至所召唤的灯内“精灵”,它即会施放,纯粹是出于绝望和无聊。", + "hexcasting.action.hexical:wish": "许愿", + "hexical.page.wish.summary": "向精灵许愿,希望它能为我施放$(hex)咒术$()。而因为我是在$(o)教导$()意识,而非$(o)蚀刻$()$(l:items/hexcasting)$(item)施法物品$(),我可在后续任意时刻教导精灵新$(hex)咒术$(),且不会因此损失$(media)媒质$()。", + "hexical.page.hand_lamps.2": "说它是在施法有些低估它了。$(o)$(l)每一时刻$()它都在施法。许愿后拿着它,一束精确而又永不停歇的$(media)媒质$()流迎面而来。我只能估计施法速度大概是在每秒二十次。$(item)神灯$()中的存在会以极高的效率施法,并且不会像其他施法手段那样产生大量声音和粒子。", + "hexical.page.hand_lamps.3": "我设计了一些配合$(item)神灯$()的有用图案,见后续页。这些图案只应该由$(item)神灯$()中的精灵运行,否则招致的便是“冒充精灵”事故。$(br2)$(o)我不是任你摆布的工具。$()$(br)灯中传来奇异的微弱人声,大概不用管吧。", + "hexcasting.action.hexical:get_hand_lamp_position": "精灵之精思:空间型", + "hexical.page.get_hand_lamp_position.summary": "将我开始使用$(item)神灯$()时的位置压入栈顶。", + "hexcasting.action.hexical:get_hand_lamp_rotation": "精灵之精思:旋转型", + "hexical.page.get_hand_lamp_rotation.summary": "将我开始使用$(item)神灯$()时的朝向压入栈顶。", + "hexcasting.action.hexical:get_hand_lamp_velocity": "精灵之精思:运动型", + "hexical.page.get_hand_lamp_velocity.summary": "将我开始使用$(item)神灯$()时的速度压入栈顶。", + "hexcasting.action.hexical:get_hand_lamp_use_time": "精灵之精思:时间型", + "hexical.page.get_hand_lamp_use_time.summary": "将$(item)神灯$()开始使用后经过的时间压入栈顶。该数除以 20 即为秒数。", + "hexcasting.action.hexical:get_hand_lamp_media": "精灵之精思:媒质型", + "hexical.page.get_hand_lamp_media.summary": "将$(item)神灯$()中剩余的$(media)媒质$()量压入栈顶,以紫水晶粉计。", + "hexcasting.action.hexical:set_hand_lamp_storage": "精灵之策略", + "hexical.page.get_hand_lamp_storage.summary": "请求精灵为我记忆一个 iota。奇特的是,这个图案不会招致“违犯他人”事故,也许是因为使用$(item)神灯$()时需要我维持注意力集中吧。", + "hexcasting.action.hexical:get_hand_lamp_storage": "精灵之精思:记忆型", + "hexical.page.set_hand_lamp_storage.summary": "取出手持式$(item)神灯$()内部存储的 iota 压入栈顶。先前若未进行保存,则返回 $(l:casting/influences)$(thing)Null$()。", + + "hexical.page.genie_lore.title": "关于精灵", + "hexical.page.genie_lore.0": "$(hex)咒法学$()的技艺会使得意识失去思考的能力,镇定知觉,麻痹神经元……真是叫人欲罢不能。对于$(l:items/staff)$(item)法杖$()、$(l:items/hexcasting)$(item)施法物品$()、$(l:greatwork/spellcircles)卓伟构造$()来说,施法的速度足够缓慢,能给意识喘息的时间;单纯地运行很多图案伤不到我自己。不过要是论及$(item)神灯$()的施法速度,那就算是为$(hex)咒法学$()而生的意识也很难招架。", + "hexical.page.genie_lore.1": "低等级$(l:items/hexcasting)$(item)施法物品$()通常会把一部分$(media)媒质$()浪费到噪声和粒子中去;好在$(item)神灯$()不会浪费,而是会捕获用来修复精灵的意识。实际过程基本没有浪费$(media)媒质$(),真是难以置信。但$(item)神灯$()终究还是会枯竭,幸运的是,直接充入$(media)媒质$()就能解决。", + "hexcasting.action.hexical:recharge_lamp": "神灯充能", + "hexical.page.recharge_lamp.summary": "为我副手中的$(item)神灯$()充能,以$(l:items/amethyst)$(item)紫水晶粉$()计。只消耗我送入$(item)神灯$()的$(media)媒质$()。", + "hexical.page.genie_lore.2": "$(item)神灯$()似乎能够存下无限多的$(media)媒质$()。要是充能充得超过上限,它的容量则会相应增加。真可谓是技术奇物。", + "hexical.page.genie_lore.3": "在进一步的考察后,我发现$(item)神灯$()中的精灵似乎只是极为简单的思维与$(media)媒质$()网络,简单到甚至像人力所为。我认为这不太能叫生物,更像是$(o)咒灵$()。把它换成更加复杂、具有$(o)感知力$()的意识,带来的或许就是质变。所需的意识必须品质极高,经过处理后还需保留些许能力;花费一生精进手艺的村民应该足够。", + "hexcasting.action.hexical:promote_lamp": "晋升神灯", + "hexical.page.promote_lamp.summary": "在另一只手中持有神灯时施放。消耗大约 10 个$(l:items/amethyst)$(item)充能紫水晶$()和所需祭品。", + + "hexical.page.arch_lamps.title": "大精灵神灯", + "hexical.page.arch_lamps.0": "$(l:lamp/hand_lamps)$(item)神灯$()和祭品$(o)融合$()了。我还能听见祭品的气息。我将产物称作$(item)大精灵神灯$()。$(br2)我已经……成功升级了$(item)神灯$()的处理器件,它的运作所需的注意力也大幅降低:我可在物品栏内启用它,此后它们会每时每刻施法,就好像我一直握着一盏$(l:lamp/hand_lamps)$(item)手持式神灯$()一样。", + "hexical.page.arch_lamps.1": "精灵会在它认为持有者换人时停止施法。没人能强迫我施法。$(o)我是一大团肉乎乎的东西,体表圆滑,没有嘴。原来曾经是眼睛的地方如今是两个冒着白烟的洞,两根橡胶棒似的东西曾经是我的双臂。肉向四周摊开变成一堆没有腿的肉团,柔软滑腻。$(br2)我没有嘴,但我必须呐喊。$()", + "hexcasting.action.hexical:has_arch_lamp": "大精灵之纯化", + "hexical.page.has_arch_lamp.summary": "判断该人当前是否已启动$(l:lamp/arch_lamps)$(item)大精灵神灯$()。", + "hexcasting.action.hexical:get_arch_lamp_position": "大精灵之精思:空间型", + "hexical.page.get_arch_lamp_position.summary": "将我开始使用$(l:lamp/arch_lamps)$(item)大精灵神灯$()时的位置压入栈顶。", + "hexcasting.action.hexical:get_arch_lamp_rotation": "大精灵之精思:旋转型", + "hexical.page.get_arch_lamp_rotation.summary": "将我开始使用$(l:lamp/arch_lamps)$(item)大精灵神灯$()时的朝向压入栈顶。", + "hexcasting.action.hexical:get_arch_lamp_velocity": "大精灵之精思:运动型", + "hexical.page.get_arch_lamp_velocity.summary": "将我开始使用$(l:lamp/arch_lamps)$(item)大精灵神灯$()时的速度压入栈顶。", + "hexcasting.action.hexical:get_arch_lamp_use_time": "大精灵之精思:时间型", + "hexical.page.get_arch_lamp_use_time.summary": "将$(l:lamp/arch_lamps)$(item)大精灵神灯$()开始使用后经过的时间压入栈顶。该数除以 20 即为秒数。", + "hexcasting.action.hexical:get_arch_lamp_media": "大精灵之精思:媒质型", + "hexical.page.get_arch_lamp_media.summary": "将$(l:lamp/arch_lamps)$(item)大精灵神灯$()中剩余的$(media)媒质$()量压入栈顶,以紫水晶粉计。", + "hexcasting.action.hexical:set_arch_lamp_storage": "大精灵之策略", + "hexical.page.set_arch_lamp_storage.summary": "可由$(l:items/hexcasting)$(item)施法物品$()、$(l:items/staff)$(item)法杖$(),以及$(l:lamp/arch_lamps)$(item)大精灵神灯$()自身运行。设定神灯的 iota 存储。和$(item)手持式神灯$()不同,这个图案可能招致“违犯他人”事故。", + "hexcasting.action.hexical:get_arch_lamp_storage": "大精灵之精思:记忆型", + "hexical.page.get_arch_lamp_storage.summary": "可由$(l:items/hexcasting)$(item)施法物品$()、$(l:items/staff)$(item)法杖$(),以及$(l:lamp/arch_lamps)$(item)大精灵神灯$()自身运行。获取神灯的 iota 存储。", + + "hexical.page.pedestal_circles.title": "法术环中的支座", + "hexical.page.pedestal_circles.0": "$(l:items/pedestals)$(thing)支座$()有魔力!$(br2)如果其中存在$(l:patterns/readwrite#hexcasting:write)$(item)带有信息的物品$(),同时还有$(l:greatwork/spellcircles)$(thing)法术环$()的媒质波如穿过$(l:items/slate)$(item)石板$()一样流过,那么它就会把物品中的 iota 压入栈顶。如果$(l:items/pedestals)$(thing)支座$()恰好处于未闭合的$(l:patterns/patterns_as_iotas#hexcasting:open_paren)内省$()中,该 iota 便会出现在所创建的列表内。", + "hexical.page.pedestal_circles.1": "$(l:greatwork/spellcircles)$(item)促动石$()会将$(l:items/pedestals)$(item)支座$()$(l:patterns/spells/circle_spells#hexical:absorb_arm)用作$()法术环的$(o)另一只手$(),适用于$(l:patterns/spells/hexcasting)合成施法物品等法术$()、$(l:patterns/spells/hexcasting#hexcasting:recharge)$(action)重新充能$(),以及$(l:patterns/spells/hexcasting#hexcasting:erase)$(action)清除物品$()。$(br2)很适合用于自动为$(l:items/hexcasting)施法物品$()$(l:patterns/spells/hexcasting#hexcasting:recharge)充能$()。", + + "hexical.page.patterns.title": "图案操作", + "hexical.page.patterns.0": "我发现了一系列图案,主要用于操纵及构造$(l:patterns/patterns_as_iotas)图案$()。奇怪的是,这些图案也能构造出$(l:items/staff)$(item)法杖$()$(o)无法$()绘制的图案,好在自然应该不会为这些“非法”图案分配实际作用。可以认为$(l:items/scarab)$(item)圣甲虫$()能随意使用它们。", + "hexcasting.action.hexical:shuffle_pattern": "图案制作师之馏化", + "hexical.page.shuffle_pattern.summary": "接受一个图案和一个数,返回同外形不同笔顺的图案。我找到的一些笔记中称古代的$(hex)咒术师$()会把这些图案用在某种$(o)庞大的图书馆$()中。", + "hexcasting.action.hexical:congruent": "全等之馏化", + "hexical.page.congruent.summary": "检验两个图案的外形、笔顺、方向是否相同。", + "hexcasting.action.hexical:similar": "相似之馏化", + "hexical.page.similar.summary": "检验两个图案的外形是否相同,笔顺不考虑。", + "hexcasting.action.hexical:serialize_pattern": "笔迹师之纯化", + "hexical.page.serialize_pattern.summary": "将图案转换为数列表,以供拆分与分析。是$(l:patterns/pattern_manipulation#hexical:deserialize_pattern)$(action)书法师之纯化$()的逆法术。", + "hexcasting.action.hexical:deserialize_pattern": "书法师之纯化", + "hexical.page.deserialize_pattern.summary": "将数列表转换回图案,以供检视与运行。是$(l:patterns/pattern_manipulation#hexical:serialize_pattern)$(action)笔迹师之纯化$()的逆法术。", + "hexical.page.patterns.1": "$(l:patterns/pattern_manipulation#hexical:serialize_pattern)$(action)笔迹师之纯化$()返回的数对应图案中的笔画。向右上方延伸的笔画对应 0,其余方向按逆时针依次递增。$(br2)$(l:patterns/pattern_manipulation#hexical:deserialize_pattern)$(action)书法师之纯化$()会对超出 0 到 5 范围的数求$(l:patterns/math#hexcasting:modulo)余数$()以转换到该范围内。", + "hexical.page.patterns.2": "这些列表有多种良好性质。加上或减去某个常量,即可旋转图案。为列表首部和尾部切片,可提取出图案的前后缀。对于旋转对称的图案而言,将首个元素移至末尾或将最末元素移至首部,即可旋转开始位置。而通过列表操作小心更改其中元素,还可制造出$(o)向后延伸的笔画$()。", + "hexcasting.action.hexical:draw_pattern": "手写之馏化", + "hexical.page.draw_pattern.summary": "接受一个图案,并将其转换为长度为 1 的向量列表。这些向量的 Z 分量为 0。也许对某些艺术性$(hex)咒术$()很有用。", + + "hexical.page.grok.title": "意会感知", + "hexcasting.action.hexical:grok_get_stack": "意会感知之精思", + "hexical.page.grok_get_stack.summary": "将我$(l:items/staff)$(item)法杖$()中的栈返回为列表。代表其他$(hex)咒术师$()的 iota 会变成 $(l:casting/influences)$(thing)Null$()。", + "hexcasting.action.hexical:grok_set_stack": "意会感知之策略", + "hexical.page.grok_set_stack.summary": "将我的$(l:items/staff)$(item)法杖$()栈设置为所给列表。代表其他$(hex)咒术师$()的 iota 会变成 $(l:casting/influences)$(thing)Null$()。", + "hexcasting.action.hexical:grok_get_parenthesized": "意会感知之精思,第二型", + "hexical.page.grok_get_parenthesized.summary": "返回未闭合$(l:patterns/patterns_as_iotas#hexcasting:open_paren)内省$()中的列表。代表其他$(hex)咒术师$()的 iota 会变成 $(l:casting/influences)$(thing)Null$()。", + "hexcasting.action.hexical:grok_set_parenthesized": "意会感知之策略,第二型", + "hexical.page.grok_set_parenthesized.summary": "将未完成的构建列表设为所给列表。代表其他$(hex)咒术师$()的 iota 会变成 $(l:casting/influences)$(thing)Null$()。", + + "hexical.page.telepathy.title": "心灵感应", + "hexical.page.telepathy.0": "$(media)媒质$()是思维的能量,因此可和思维发生反应。不幸但或许也算幸运之处,在于$(hex)咒术师$()的意识对$(hex)咒术$()的扭曲有极高的抗性,就连村民的意识都会反抗操纵。但有一个重要的例外:我自己的意识是对我的$(media)媒质$()开放的,我可以从其读取意图或向其写入思维。", + "hexcasting.action.hexical:get_telepathy": "心灵感应之精思", + "hexical.page.get_telepathy.summary": "对某种影像保持注意力,就可通过此图案探测到注意力的强度。压入我按下$(thing)$(k:hexical.telepathy)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。", + "hexcasting.action.hexical:send_telepathy": "传递思维", + "hexical.page.send_telepathy.summary": "将 iota 暂时显示在快捷栏上方。如果持续施放,则每次施放都会立刻覆盖上一次的结果。", + "hexcasting.action.hexical:shout_telepathy": "喊出思维", + "hexical.page.shout_telepathy.summary": "在屏幕中央显示 iota。这么做会阻碍视野,消散也要时间,因此不应经常使用。", + "hexcasting.action.hexical:left_click": "进攻之精思", + "hexical.page.left_click.summary": "压入我按下$(thing)$(k:attack)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。", + "hexcasting.action.hexical:right_click": "操纵之精思", + "hexical.page.right_click.summary": "压入我按下$(thing)$(k:use)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。", + "hexcasting.action.hexical:moving_up": "突进之精思", + "hexical.page.moving_up.summary": "压入我按下$(thing)$(k:forward)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。", + "hexcasting.action.hexical:moving_down": "后撤之精思", + "hexical.page.moving_down.summary": "压入我按下$(thing)$(k:back)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。", + "hexcasting.action.hexical:moving_left": "左躲之精思", + "hexical.page.moving_left.summary": "压入我按下$(thing)$(k:left)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。很容易和右避之精思区分,因为左躲之精思名字里有个“左”。", + "hexcasting.action.hexical:moving_right": "右避之精思", + "hexical.page.moving_right.summary": "压入我按下$(thing)$(k:right)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。很容易和左躲之精思区分,因为右避之精思名字里有个“右”。", + "hexcasting.action.hexical:jumping": "腾跃之精思", + "hexical.page.jumping.summary": "压入我按下$(thing)$(k:jump)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。", + "hexcasting.action.hexical:sneaking": "潜行之精思", + "hexical.page.sneaking.summary": "压入我按下$(thing)$(k:sneak)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。", + "hexcasting.action.hexical:scroll": "滚动之精思", + "hexical.page.scroll.summary": "压入我在$(thing)心灵感应$()后滚轮滚动的量。", + "hexical.page.telepathy.1": "我错了。我能读取他人的意识。我认为,我之前无法探查他们的意识,是因为意识外有多层精神护盾和$(media)媒质$()。而如果要控制他们的躯体,就$(o)必须$()要将一部分思维转变为信号和$(o)我能读取$()的东西。可惜的是,我无法看见他们的$(thing)心灵感应$()和滚轮滚动,因为这两者仅存在于精神层面;但我熟悉的其他图案应该都可以。$(br2)它们均消耗大约 1/10 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexcasting.action.hexical:left_click_other": "进攻之纯化", + "hexical.page.left_click_other.summary": "压入该人按下$(thing)$(k:attack)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。", + "hexcasting.action.hexical:right_click_other": "操纵之纯化", + "hexical.page.right_click_other.summary": "压入该人按下$(thing)$(k:use)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。", + "hexcasting.action.hexical:moving_up_other": "突进之纯化", + "hexical.page.moving_up_other.summary": "压入该人按下$(thing)$(k:forward)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。", + "hexcasting.action.hexical:moving_down_other": "后撤之纯化", + "hexical.page.moving_down_other.summary": "压入该人按下$(thing)$(k:back)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。", + "hexcasting.action.hexical:moving_left_other": "左躲之纯化", + "hexical.page.moving_left_other.summary": "压入该人按下$(thing)$(k:left)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。很容易和右避之纯化区分,因为左躲之纯化名字里有个“左”。", + "hexcasting.action.hexical:moving_right_other": "右避之纯化", + "hexical.page.moving_right_other.summary": "压入该人按下$(thing)$(k:right)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。很容易和左躲之纯化区分,因为右避之纯化名字里有个“右”。", + "hexcasting.action.hexical:jumping_other": "腾跃之纯化", + "hexical.page.jumping_other.summary": "压入该人按下$(thing)$(k:jump)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。", + "hexcasting.action.hexical:sneaking_other": "潜行之纯化", + "hexical.page.sneaking_other.summary": "压入该人按下$(thing)$(k:sneak)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。", + + "hexical.page.akashic_conveniences.title": "阿卡夏实用图案", + "hexical.page.akashic_conveniences.0": "阿卡夏图书馆正是为用$(media)媒质$()存储信息而建,深入研究后能发现更多便捷操作也就不足为奇。我可以对经过写入的$(l:greatwork/akashiclib)$(item)书架$()按下使用键或采用$(l:patterns/spells/prestidigitation)魔法交互$(),以将其中 iota 复制到栈中。也可手持$(l:items/scroll)$(item)卷轴$()按下使用键,以将其图案键复制到其上。还有一系列图案能对影响范围内的$(l:greatwork/akashiclib)$(item)书架$()写入与读取,无需消耗$(media)媒质$()。", + "hexcasting.action.hexical:key_shelf": "图书管理员之纯化", + "hexical.page.key_shelf.summary": "读取$(l:greatwork/akashiclib)$(item)阿卡夏书架$()的键。", + "hexcasting.action.hexical:read_shelf": "图书管理员之纯化,第二型", + "hexical.page.read_shelf.summary": "读取$(l:greatwork/akashiclib)$(item)阿卡夏书架$()的 iota。", + "hexcasting.action.hexical:write_shelf": "图书管理员之策略", + "hexical.page.write_shelf.summary": "以图案键向$(l:greatwork/akashiclib)$(item)阿卡夏书架$()写入 iota。", + "hexcasting.action.hexical:clear_shelf": "图书管理员之策略,第二型", + "hexical.page.clear_shelf.summary": "清除给定的$(l:greatwork/akashiclib)$(item)阿卡夏书架$()。", + + "hexical.page.mage_block.title": "术师方块", + "hexical.page.mage_block.0": "$(l:patterns/spells/blockworks#hexcasting:conjure_block)$(action)构筑方块$()产生的方块会永久存在,清理它们就变得非常麻烦,而且这种方块的用处也不算大。好在自然提供了一种优雅灵活的替代方案。这些$(thing)术师方块$()带有一系列的$(o)改进$()。多个改进甚至能同时应用在一个方块上,且可使用$(l:items/lens)$(item)探知透镜$()查看改进项。", + "hexcasting.action.hexical:conjure_mage_block": "构筑术师方块", + "hexical.page.conjure_mage_block.summary": "在所给位置构筑一个$(thing)术师方块$()。消耗 3 个$(l:items/amethyst)$(item)紫水晶粉$()。$(br2)$(o)我可以凭空造出一座城市,也可令其沉没于火山熔岩之中。$()", + "hexcasting.action.hexical:reset_mage_block": "重置术师方块", + "hexical.page.reset_mage_block.summary": "移除$(thing)术师方块$()的所有改进。", + "hexcasting.action.hexical:modify_block_bouncy": "改进方块:弹性", + "hexical.page.modify_block_bouncy.summary": "让方块和$(thing)黏液块$()一样弹性十足。无论我是否潜行都会把我弹起来。很有趣!", + "hexcasting.action.hexical:modify_block_energized": "改进方块:激能", + "hexical.page.modify_block_energized.summary": "设置$(thing)术师方块$()所发出的红石信号的强度。", + "hexcasting.action.hexical:modify_block_ephemeral": "改进方块:消逝", + "hexical.page.modify_block_ephemeral.summary": "设置$(thing)术师方块$()在消失前能持续存在的时间。", + "hexcasting.action.hexical:modify_block_volatile": "改进方块:失稳", + "hexical.page.modify_block_volatile.summary": "破坏失稳的$(thing)术师方块$()会连带破坏与其相连的$(thing)术师方块$()。这种效果能逐块传播,一发即可破坏所有相连的失稳方块。", + + "hexical.page.rotation.title": "旋转", + "hexical.page.rotation.0": "旋转可由更改朝向的原地传送实现。视角的突然变化已经能造成强烈的晕眩感,再加上双脚离地后又着地,真是难以想象的晕。$(br2)正因此,自然厌恶实体旋转……或者说,只是因为实体旋转破坏了自然精心建构的某种图景。", + "hexcasting.action.hexical:rotate_block": "旋转方块", + "hexical.page.rotate_block.summary": "将方块旋转为朝向给定向量。需方块可旋转。消耗大约 1/8 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexcasting.action.hexical:rotate_entity": "旋转实体", + "hexical.page.rotate_entity.summary": "根据所给俯仰角和偏航角旋转实体,需以弧度为量度。", + "hexical.page.rotate_entity.description": "自然似乎不待见实体旋转。因此,相较于简单易懂的向量,自然要求你提供旋转弧度,再据此进行水平向和垂直向旋转。$(br2)此法术的消耗分了很多类别,而且也很奇怪。对自身施放时不消耗媒质,对其他实体则消耗大约 1/2 个$(l:items/amethyst)$(item)紫水晶粉$(),而人类周围的$(media)媒质$()气场则会把消耗抬到大约 1 个$(l:items/amethyst)$(item)充能紫水晶$()。", + + "hexical.page.autographs.title": "亲笔签名", + "hexical.page.autographs.0": "只要精细操纵$(media)媒质$(),就可将我的签名以魔法方式$(o)蚀刻$()到物品上去!此类法术必须通过$(l:items/staff)$(item)法杖$()施法,以作强烈意图之证明。$(br2)被签名的物品会用流光溢彩的$(l:items/pigments)$(item)染色剂$()显示各位署名人的名字。$(br2)$(o)“我没说过这句话。”——鲁迅$()", + "hexcasting.action.hexical:autograph": "签名", + "hexical.page.autograph.summary": "为副手中的物品永久签上我的名字,以我的$(l:items/pigments)$(item)染色剂$()为颜色。对我已签过名的物品再次签名,会将我的签名移至首位。", + "hexical.page.autographs.1": "因为签名的刻印极深,$(l:patterns/spells/hexcasting#hexcasting:erase)$(action)清除物品$()无法去除签名,而是需要专用的法术来抹除。$(br2)不过,能完成这项任务的法术本身就可以清空$(l:items/focus)$(item)核心$()的内容物,以及$(l:items/hexcasting)$(item)施法物品$()的$(hex)咒术$()和$(media)媒质$()。也许这也算是长处:我的$(hex)咒法学$()赠礼若带有我的亲笔签名,就表明没人做过手脚。", + "hexcasting.action.hexical:unautograph": "撤回签名", + "hexical.page.unautograph.summary": "更暴力的$(l:patterns/spells/hexcasting#hexcasting:erase)$(action)清除物品$(),甚至能抹掉签名。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉$(),与$(l:patterns/spells/hexcasting#hexcasting:erase)$(action)清除物品$()类似。", + "hexcasting.action.hexical:has_autograph": "验证器之馏化", + "hexical.page.has_autograph.summary": "检验该人是否为所给物品组签过名。", + + "hexical.page.dyes.title": "染料", + "hexical.page.dyes.0": "染色法术和专用的 iota 可以用来改变方块和实体的颜色。染料 iota 代表一种颜色,也似乎同时象征着染色的$(o)可能性$()。例如,尝试获取草丛的染料会返回 $(l:casting/influences)$(thing)Null$(),但获取未染色陶瓦的染料会返回 $(thing)uncolored$() / $(thing)无色$(),这种染料能够“漂白”可染色方块。", + "hexcasting.action.hexical:get_dye": "色彩之纯化", + "hexical.page.get_dye.summary": "获取方块、实体、方块标识、物品标识的染料。", + "hexcasting.action.hexical:dye": "染色", + "hexical.page.dye.summary": "为可染色的方块或实体染色。消耗大约 1/8 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.dyes.1": "此法术的有效目标如下:床、蜡烛、插上蜡烛的蛋糕、地毯、混凝土、混凝土粉末、带釉陶瓦、沙子和红沙互换、砂岩类和红砂岩类方块互换、潜影盒、染色玻璃、染色玻璃板、陶瓦、郁金香、羊毛。实体有:猫的项圈、狗的项圈、类视斑实体、潜影贝、前述方块的物品实体。", + "hexcasting.action.hexical:translate_dye": "视色之纯化", + "hexical.page.translate_dye.summary": "将染料的颜色转换为向量,各分量对应红、绿、蓝,取值范围为 0 到 1。", + + "hexical.page.pigments.title": "染色剂操纵", + "hexical.page.pigments.0": "和通过$(hex)咒法学$()操纵$(l:patterns/spells/dyes)染料$()一样,染色剂也可操纵。比如说,我甚至能存储多个染色剂,再让$(hex)咒术$()随机挑选一个给我。", + "hexcasting.action.hexical:to_pigment": "染色剂之纯化", + "hexical.page.to_pigment.summary": "接受一个有色染料 iota,并转换为染色剂;接受一个人类并返回其染色剂;或是接受一个内含染色剂的物品,并返回其染色剂。", + "hexcasting.action.hexical:sample_pigment": "染色剂之提整", + "hexical.page.sample_pigment.summary": "在给定位置和时间获取染色剂颜色,返回为向量,各分量对应红、绿、蓝,取值范围为 0 到 1。", + "hexcasting.action.hexical:take_on_pigment": "内化染色剂,第二型", + "hexical.page.take_on_pigment.summary": "接受一个染色剂 iota 并内化它。", + + "hexcasting.action.hexical:magic_missile": "魔法飞弹", + "hexical.page.magic_missile.summary": "构筑一小片紫水晶,对命中目标固定造成 1 颗心的伤害,同时强令目标退后。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.magic_missile.0": "弹射物有几项特别的性质。它在存在大约 10 秒后会自动消失,击中实体或方块后会碎裂。它会穿过所有形式的盔甲和保护,也不受重力和水的影响。$(br2)$(o)晶莹闪亮的弹射物,不算很强,但非常迷人……$()", + "hexical.page.magic_missile.1": "第一个向量是构筑的位置,其性质相当奇妙:怪不得大多数$(hex)咒术师$()都只选择在面前构筑它们。这一参数以我的头部位置为原点,我$(l:patterns/basics#hexcasting:get_entity_look)$(action)面朝的方向$()是 Z 轴正向,$(l:patterns/scrying/entities#hexpose:theodolite)$(action)头顶向上的方向$()是 Y 轴正向,头部向右的方向是 X 轴正向。平常使用时,零向量对应在我的头颅内部构筑,形如 (0, 0, n) 的向量则会在我面前 n 格处构筑。", + "hexical.page.magic_missile.2": "第二个向量是速率。它好在比第一参数简单不少——就是简单的偏移向量,与$(l:patterns/spells/basic#hexcasting:add_motion)$(action)驱动$()接受的向量类似。而与$(l:patterns/spells/basic#hexcasting:add_motion)$(action)驱动$()不同的是,本法术的向量没有模长限制,也不会因模长增加而增大消耗。$(br2)$(item)魔法飞弹$()与$(item)箭$()的不同之处在于,前者不会因为飞行速度快而造成更多伤害。飞弹还会产生一种奇怪的击退效果,无视实体的质量和弹射物的速度。", + + "hexcasting.action.hexical:prestidigitation": "戏法", + "hexical.page.prestidigitation.0": "此法术的效果并不单一固定,而是由许多不同的简单效果组成。它能与许多方块和实体交互,我也一直在发现它们的新用途。$(br2)文献中只将其简单描述为“施魔法”;按经验来看,只要是巫师能通过念力轻易实现的效果,这则法术都可复刻。", + "hexical.page.prestidigitation.summary": "产生一类小型魔法效果,这种效果与目标的性质和功能基本一致。消耗大约 1/10 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.prestidigitation.1": "我在此整理了一份此法术的功效列表,不保证完备:打开或关闭各种材质的栅栏门、活板门、门;拨动拉杆,按压按钮;压下或松开压力板;熄灭各类火;点燃或熄灭蜡烛、蛋糕上的蜡烛、营火;在可引燃灵魂火的方块上点火;敲钟;为木材去皮;雕刻南瓜;使音符盒发出声音;将泥巴烤干为黏土;打开或关闭红石灯;", + "hexical.page.prestidigitation.2": "触发发射器和投掷器;将大部分土壤方块变为土径,将土径变为耕地;消耗炼药锅的内容物;更改红石中继器、红石比较器、阳光探测器的状态;触发或解除 TNT 和苦力怕的爆炸;为绵羊剪毛;装上或卸下盔甲架的手臂;使得鱿鱼喷墨;使得熊猫打喷嚏;去除雪傀儡的头套;令河豚膨胀;从蜂巢和蜂箱中取出蜜脾;以及触发某种$(hex)咒法学$()的“宏伟之作”。", + + "hexical.page.wristpocket.title": "魔袋", + "hexical.page.wristpocket.0": "让物品消失,再让物品回来的普通魔术把戏现在已易如反掌。这些物品藏在了$(o)魔袋$()之中,可用$(media)媒质$()操控。藏入魔袋的物品在我死后依然保留,只要能施法就能取回。$(br2)$(o)因为就让事物消失是不够的;你还要把它变回来。$()", + "hexcasting.action.hexical:wristpocket": "藏入魔袋", + "hexical.page.wristpocket.summary": "此法术会令另一只手中的物品组消失;也可重新让其出现,如果手中已经持有物品则会交换。消耗大约 1/8 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexcasting.action.hexical:wristpocket_item": "魔袋之精思", + "hexical.page.wristpocket_item.summary": "返回魔袋中的物品,如果魔袋为空则返回 $(l:casting/influences)$(thing)Null$()。", + "hexical.page.wristpocket.1": "虽然物品已经消失,而且是消失到几乎无法被探测,魔袋中物品的某些功能依然能够运作。$(br2)我听说某些$(item)图腾$()可在魔袋内运作。魔袋中的$(l:items/phials)$(item)媒质之瓶$()也仍能为$(hex)咒术$()提供媒质。", + "hexcasting.action.hexical:sleight": "花招", + "hexical.page.sleight.summary": "表演一次魔法花招,将物品偷来放入魔袋,或是将魔袋中的物品扔出来。消耗大约 1/4 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.sleight.description": "传入向量时:将魔袋中的物品投放到对应位置。传入物品实体时:若魔袋为空,将其放入魔袋;若不为空,交换魔袋内容物和所给物品。$(br2)$(o)使用手法时如果不能将视线一直保持在观众身上,那最好还是再去练练。$()", + "hexcasting.action.hexical:mage_hand": "法师之手", + "hexical.page.mage_hand.summary": "将我意识中的魔法手投射出来,以在世界中使用魔袋中的物品进行交互。如果魔袋为空,则表现为空手交互。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.mage_hand.description": "传入实体时:使用魔袋中物品与该实体交互。传入向量时:使用物品与该处方块或$(o)空间$()交互。$(br2)而因为这只手仅是意识的投射,它仍与我相连,且无法使用不与人类存在联系的施法方式。我倒是还可以拿它来打开$(item)箱子$()。$(br2)$(o)一只漂浮的幽灵手出现在施法距离内你指定的一点。$()", + "hexcasting.action.hexical:mage_mouth": "法师之口", + "hexical.page.mage_mouth.summary": "此法术能让我吃下魔袋中的物品,填饱我的肚子,或是给予我药水效果。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉$(),若物品无法食用则招致事故。", + "hexical.page.mage_mouth.description": "无论食用通常需要多少时间、食物有何种特殊效果、我在饮食中有无限制、食用行为有无冷却、还是我是否吃饱,此法术都会瞬间完成食用。$(br2)$(o)药食同源。$()", + + "hexical.page.specks.title": "视斑", + "hexical.page.specks.0": "我可以在世界中显现出 iota 的影像,也即$(item)视斑$()。自然给予我对其极大的掌控力,大小、笔迹粗细等都可随意修改。它们也会继承我染色剂的颜色。而在它们实际显现在世界上后,我便能移动、旋转,或是以其他手段随意更改它们,不受影响范围限制。", + "hexcasting.action.hexical:conjure_speck": "构筑视斑", + "hexical.page.conjure_speck.summary": "按照所给 iota、位置、朝向构筑视斑。消耗极少量$(media)媒质$()。压入视斑 iota。", + "hexcasting.action.hexical:move_specklike": "移动视斑", + "hexical.page.move_specklike.summary": "将视斑实体移动至所给位置。", + "hexcasting.action.hexical:rotate_specklike": "旋转视斑", + "hexical.page.rotate_specklike.summary": "令视斑实体的朝向变为所给向量。", + "hexcasting.action.hexical:roll_specklike": "滚转视斑", + "hexical.page.roll_specklike.summary": "接受一个 0 与 1 之间的数,用作旋转圈数,并依此旋转视斑。", + "hexcasting.action.hexical:iota_speck": "更改视斑", + "hexical.page.iota_speck.summary": "更改视斑对应的 iota。", + "hexcasting.action.hexical:lifetime_specklike": "计时视斑", + "hexical.page.lifetime_specklike.summary": "令视斑在所给数个二十分之一秒后消失。", + "hexcasting.action.hexical:size_specklike": "缩放视斑", + "hexical.page.size_specklike.summary": "更改视斑的大小,接受 0 与 10 之间的数。此数表示以格计的大小,默认为 0。", + "hexcasting.action.hexical:thickness_specklike": "增粗视斑", + "hexical.page.thickness_specklike.summary": "更改图案视斑笔触的粗细,接受 0 与 10 之间的数。此数表示以 1/20 格计的大小,默认为 0。", + "hexcasting.action.hexical:pigment_specklike": "染色视斑", + "hexical.page.pigment_specklike.summary": "将染色剂施加于视斑,可在构筑后更改其颜色。", + "hexcasting.action.hexical:kill_specklike": "驱散视斑", + "hexical.page.kill_specklike.summary": "强令视斑实体消失。", + "hexcasting.action.hexical:zone_specklike": "区域之馏化:类视斑", + "hexical.page.zone_specklike.summary": "返回视斑实体,效果与其他$(l:patterns/entities#hexcasting:zone_entity/animal)区域之馏化$()类似。", + + "hexical.page.projectiles.title": "弹射物", + "hexical.page.projectiles.0": "虽然直接用纯净的$(media)媒质$()构筑弹射物贵到发指,自然还是为部分弹射物提供了相较便宜些的法术。$(br2)这些法术会将构筑的实体压入栈顶,此后必须手动向某方向$(l:patterns/spells/basic#hexcasting:add_motion)$(action)驱动$()它们。$(br2)$(o)值此困境,你想要枚上好的蛋吗?$()", + "hexcasting.action.hexical:egg": "构筑蛋", + "hexical.page.egg.summary": "构筑一枚蛋。可能可以孵出小鸡。消耗大约 2 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexcasting.action.hexical:llama_spit": "构筑唾沫", + "hexical.page.llama_spit.summary": "构筑一个能造成少量伤害的黏性弹射物。消耗大约 1/4 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexcasting.action.hexical:snowball": "构筑雪球", + "hexical.page.snowball.summary": "构筑一个不会造成伤害的雪球。消耗大约 1/2 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexcasting.action.hexical:ghast_fireball": "构筑火球", + "hexical.page.ghast_fireball.summary": "构筑一个易爆的火球,$(o)敲击可发射$()。消耗大约 3 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.projectiles.1": "还有其他法术也可以构筑弹射物;但它们太过复杂,超出了此章范畴。它们在对应的专论章节内。$(br2)$(l:patterns/spells/magic_missile#hexical:magic_missile)$(action)魔法飞弹$()是一类快捷多用的标准紫水晶矛,可使用任意速度发射。$(br2)还可在战斗中$(l:patterns/spells/pyrotechnics)善用烟花$()。$(br2)此外,还有$(l:patterns/spells/block_mimicry#hexical:dispense)$(action)一个法术$()能够发射药水和箭。", + + "hexcasting.action.hexical:conjure_flora": "构筑植物", + "hexical.page.conjure_flora.summary": "在给定位置构筑一株花,品种任选。消耗随品种不同而变。", + "hexical.page.conjure_flora.description": "目标位置下方方块必须具有平坦的顶面,通常情况下不能支持对应植物没有影响。如果不可支持,那么无论多轻微的动作都会让花朵掉落。如果花卉品种允许,法术还会优先尝试填充花盆。$(br2)$(o)有个傻瓜会称赞我收集的魔法。仅此而已。$()", + "hexical.page.conjure_flora.0": "后续几页里记录了可以构筑的所有品种,附带对应的消耗和一小段描述。后面好像还跟着好多空白页,也许自然或者其他力量打算再添加几种新品种。$(br2)写下这篇条目的古代$(hex)咒术师$()似乎对生物学的理解不够深。蘑菇$(o)显然$()不是植物,但这则法术却能构筑它们。", + "hexical.page.conjure_flora.minecraft:pink_petals": "这个品种的消耗明显少于其他大多数植物,也许自然只是考虑到这种植物可能需要构筑很多株,而破天荒地发了善心。", + + "hexical.page.hexical_spells.title": "Hexical 法术", + "hexcasting.action.hexical:confetti": "彩花", + "hexical.page.confetti.summary": "在给定位置以给定方向、速率、速度制造一阵类似$(l:patterns/spells/pyrotechnics)烟花$()的响声及一簇色彩鲜艳的粒子。消耗大约 1/2 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.confetti.description": "这些粒子不会造成伤害,且在触地前会四处飘动。第一个向量控制位置。第二个参数控制方向;若传入数,则表示向所有方向爆炸的速度;若传入向量,则会令粒子偏向该方向。数的绝对值和向量的模长均不可超过 2。$(br2)$(o)剩下的不过是些彩花。$()", + "hexcasting.action.hexical:vibration": "振动", + "hexical.page.vibration.summary": "产生一道可视的振动波,其会从一个位置向量处到一个实体或另一个位置向量处飞行,总计所给数秒。消耗大约 1/16 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.vibration.description": "这种效果和$(item)幽匿感测体$()产生的振动看上去很相似,但实质上完全不同。前者只是视觉效果。$(br2)飞行时间可为 0 秒到 10 秒间任选。$(br2)$(o)如果森林里有棵树倒了,但附近没人听见,那它还算是发出了声音吗?$()", + "hexcasting.action.hexical:sparkle": "烁星", + "hexical.page.sparkle.summary": "在给定位置以给定颜色和持续时间制造一颗闪光的小粒子。消耗极少量$(media)媒质$()。", + "hexical.page.sparkle.description": "第一个向量控制位置,第二个控制颜色。第二向量各分量应为 0 到 1 的数,分别对应红、绿、蓝三色。最后的数代表烁星应存在多少个 1/20 秒,最多可存在 5 秒。$(br2)$(o)闪光的不一定是金子。$()", + "hexcasting.action.hexical:jailbreak": "破解设备", + "hexical.page.jailbreak.summary": "破解副手中未经编程的$(l:items/hexcasting)$(item)施法物品$()或$(l:items/curios)$(item)饰品$()。经破解的施法物品会自豪地展现它们的$(hex)咒术$()。消耗大约 1 个$(l:items/amethyst)$(item)充能紫水晶$()。", + "hexical.page.jailbreak.description": "如果试图破解已经写入过的设备的内部结构,法术便会让我眼盲一段时间。不过,我认为好像有一瞬,我看到了$(hex)咒术$()显现在我的眼前,$(media)媒质$()填满了我的大脑。$(br2)$(o)现在时间都要靠电啦、振荡的石英晶体啦,鬼知道什么东西来走。$()$(br)——明显是在说$(l:items/amethyst)$(item)紫水晶$()。", + "hexcasting.action.hexical:light": "荧亮", + "hexical.page.light.summary": "在给定位置构筑一个给定光照强度的隐形光源。消耗大约 1/4 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.light.description": "构筑的位置必须腾空,或需该处方块极为脆弱。光照强度为 1 到 15 的数,两端闭。如果对应位置处已有光源,则法术变为无消耗,也不会产生粒子。$(br2)持有$(l:items/lens)$(item)探知透镜$()可让光源显形,在光源所在处放置方块可消除它们。$(br2)$(o)光明使人盲目。只有身处黑暗才能洞悉本质。$()", + "hexcasting.action.hexical:gasp": "喘息", + "hexical.page.gasp.summary": "立即填满生物的氧气条,消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.gasp.description": "无论回复多少氧气,此法术的消耗均不变,因此在快要无法安全呼吸时施法是最优选择。从潜水,到传送进方块内部,甚至于在陆地上维持海洋生物的生命,此法术都相当有用。$(br2)$(o)子非鱼,安知鱼之乐?$()", + "hexcasting.action.hexical:parrot": "啼鸣", + "hexical.page.parrot.summary": "在某位置附近发出一阵与某生物有关的声音,就好像鹦鹉模仿了那个生物的声音一样。消耗大约 1/2 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.parrot.description": "如果鹦鹉无法模仿声音,此法术便不会有功效,但仍会消耗$(media)媒质$()。$(br2)我觉得这大概只能用来给朋友和敌人开玩笑。也许自然真的允许我偶尔用$(hex)咒术$()找找乐子。$(br2)$(o)嘶嘶嘶嘶嘶……$()", + + "hexical.page.break_special.title": "特种破坏", + "hexcasting.action.hexical:break_fortune": "提取方块", + "hexical.page.break_fortune.summary": "瞄准方块结构中的弱电,从而提供产量。强度参数为 0、1、2 时相应消耗大约 1、3、5 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexcasting.action.hexical:break_silk": "采集方块", + "hexical.page.break_silk.summary": "轻柔地破坏方块,从而更好地保留方块构造。消耗大约 1/2 个$(l:items/amethyst)$(item)紫水晶粉$()。", + + "hexical.page.conjurable_delights.title": "构筑小物件", + "hexical.page.conjurable_delights.0": "古代的$(hex)咒术师$()似乎研究过多种构筑物品的法术,以精进自身的技艺,或是方便多人合作。所得的物品大多只能笼统归入$(o)也许$()可食用的范畴。$(br2)$(o)若要向其他人表善意,没有什么比为他们端上热腾腾的早餐更合适的了。$()", + "hexcasting.action.hexical:conjure_gummy": "构筑咒术软糖", + "hexical.page.conjure_gummy.summary": "构筑一个$(item)咒术软糖$():一种小零食,能提供大约 1/10 个$(l:items/amethyst)$(item)紫水晶粉$()的$(media)媒质$()。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexcasting.action.hexical:conjure_hexburst": "构筑咒术星爆糖", + "hexical.page.conjure_hexburst.summary": "使用所给 iota 在给定位置构筑一枚$(item)咒术星爆糖$()。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉$()。可能招致“违犯他人”事故。", + "hexical.page.conjure_hexburst.description": "取出一个 iota,再在周围包裹$(media)媒质$(),直至它具备物理形态,就得到了可食用的$(item)咒术星爆糖$()。食用时,这种糖会将其中的 iota 压入食用者的栈。如果我想要交易代表我的 iota,它应该会很有用。如果栈中有未闭合的$(l:patterns/patterns_as_iotas#hexcasting:open_paren)内省$(),则其会进入所构造的列表。", + "hexcasting.action.hexical:conjure_hextito": "构筑咒力多滋", + "hexical.page.conjure_hextito.summary": "在给定位置构筑一片$(hex)咒力多滋$()。消耗大约 2 个$(l:items/amethyst)$(item)紫水晶粉$()。可能招致“违犯他人”事故。", + "hexical.page.conjure_hextito.description": "$(hex)咒力多滋$()是一种三角形的酥脆零食。食用时会立即施放其中$(hex)咒术$();它使用的是$(item)$(l:items/staff)法杖$()栈,而非和普通$(l:items/hexcasting)$(item)施法物品$()那样使用独立的栈。它大概很适合射线追踪之类的简单操作集合,也方便我与他人分享我设计的$(hex)咒术$()。如果食用者的栈存在未闭合的$(l:patterns/patterns_as_iotas#hexcasting:open_paren)内省$(),其中咒术便不会施放,以此保障他人使用的安全。", + + "hexical.page.spike.title": "构筑尖刺", + "hexical.page.spike.0": "我曾听过有一位灾厄村民术士能在地上构筑尖牙。要相信“村民能操控$(media)媒质$()”这种说法很难,但从其中获取灵感还是可行的。我依此制造出了这条法术,能够从地下升起尖刺刺穿目标。", + "hexcasting.action.hexical:spike": "构筑尖刺", + "hexical.page.spike.summary": "接受一个非空气位置,一个轴向向量,按秒延迟最长 10 秒后,在给定位置构筑一个尖刺。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.spike.1": "尖刺在造成伤害前会准备大约半秒,且会在缓慢缩回前造成高达三颗心的伤害。若在已经触发尖刺的位置重复施放法术,则不会有任何效果。尖刺同时会向构筑的方向击退目标。", + + "hexical.page.block_mimicry.title": "方块模仿", + "hexical.page.block_mimicry.0": "$(hex)咒法学$()是项多用途的技艺。比如说,原本需要方块才能执行的操作,现在可以用$(media)媒质$()模拟,无需任何外物。仅用法杖,就可$(l:patterns/spells/block_mimicry#hexical:stonecut)把石头切成楼梯$(),$(l:patterns/spells/block_mimicry#hexical:dispense)发射箭矢$(),$(l:patterns/spells/block_mimicry#hexical:smelt)烧炼$()物品。", + "hexical.page.block_mimicry.1": "传说中古代的$(hex)咒术师$()一方一块都没有放置就建立起了一整座魔法工厂。$(br2)$(o)我要更大的办公室,要更大的椅子$(br)要更大的桌子,要更大的法杖$(br)还要顶更好的帽子", + "hexcasting.action.hexical:piston": "推动", + "hexical.page.piston.summary": "接受一个位置和一个轴向向量,然后沿该向量推动位置处的方块。消耗 1/8 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.piston.description": "这则法术和它所模仿的方块类似,都最多能推动 12 个方块,而且如果方块脆弱到被$(item)活塞$()推动时会损坏,那么这则法术也会破坏它们。法术还会将$(item)黏液块$()、$(item)蜂蜜块$()等的黏性纳入考量,也会受$(item)黑曜石$()等不可推动的方块的影响。", + "hexcasting.action.hexical:dispense": "发射", + "hexical.page.dispense.summary": "接受一个物品实体、一个位置、一个轴向向量,并依此发射物品。对大多数使用场景而言,消耗大约 1/2 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.dispense.description": "具体而言,此法术相当于触发一个装有所给物品的发射器。$(br2)如果此法术涉及到任意种类的$(item)箭$(),消耗便涨至 1 个$(l:items/amethyst)$(item)充能紫水晶$()。不知道为什么自然对此类应用的反应如此剧烈。也许是不想让我变得太强?$(br2)$(o)如有要求,我也会执行拥抱。$()", + "hexcasting.action.hexical:smelt": "烧炼", + "hexical.page.smelt.summary": "接受一个物品实体,并像$(item)熔炉$()一样烧炼它。$(item)熔炉$()每需烧炼 10 秒消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexcasting.action.hexical:roast": "烤制", + "hexical.page.roast.summary": "特种化的$(l:patterns/spells/block_mimicry#hexical:smelt)$(action)烧炼$(),会模拟$(item)营火$()。它的适用范围较窄,大概是永远都用不上了。", + "hexcasting.action.hexical:smoke": "烟熏", + "hexical.page.smoke.summary": "特种化的$(l:patterns/spells/block_mimicry#hexical:smelt)$(action)烧炼$(),会模拟$(item)烟熏炉$()。它只能处理食物,但速度更快,变相降低消耗。", + "hexcasting.action.hexical:blast": "高炉烧炼", + "hexical.page.blast.summary": "特种化的$(l:patterns/spells/block_mimicry#hexical:smelt)$(action)烧炼$(),会模拟$(item)高炉$()。它只能处理矿石,但速度更快,变相降低消耗。", + "hexcasting.action.hexical:stonecut": "切石", + "hexical.page.stonecut.summary": "接受一个物品实体,将所给物品实体切制为目标物品的形状。消耗大约 1/8 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.stonecut.description": "目标物品必须可由所给物品在$(item)切石机$()中加工而成。比如说,$(item)石头$()可切制为楼梯、台阶、墙。$(br2)$(o)我在大理石中看见天使,于是我不停地雕刻,直至使他自由。$()", + + "hexical.page.circle_spells.title": "法术环法术", + "hexical.page.circle_spells.0": "媒质流穿梭于$(l:greatwork/spellcircles)$(thing)法术环$()中,其囊括的区域因而充盈着$(media)媒质$(),产生强大魔法效果和灵活控制其中$(media)媒质$()也就不再是难事。后页记载了需要这种增浓媒质场或$(l:greatwork/spellcircles)$(thing)法术环$()自身属性的法术,它们只可由$(l:greatwork/impetus)$(item)促动石$()施放。", + "hexcasting.action.hexical:displace": "转移", + "hexical.page.displace.summary": "无需任何媒质,就可将$(l:greatwork/spellcircles)$(thing)环$()中实体传送至同一$(l:greatwork/spellcircles)$(thing)法术环$()中任意一处。与$(l:patterns/great_spells/teleport)$(action)卓越传送$()不同在于,此法术接受的是绝对坐标。消耗大约 1/2 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexcasting.action.hexical:absorb_arm": "附肢", + "hexical.page.absorb_arm.summary": "将$(l:greatwork/spellcircles)法术环$()连接至影响范围内的$(l:items/pedestals)$(item)支座$(),以将其视作$(o)另一只手$()。适合需要另一只手中持有物品的法术。也可用作$(l:patterns/spells/wristpocket)魔袋$()。", + "hexcasting.action.hexical:create_dust": "导出媒质", + "hexical.page.create_dust.summary": "导出$(l:greatwork/impetus)$(item)促动石$()中的$(media)媒质$(),每清除大约 11 个$(l:items/amethyst)$(item)紫水晶粉$()产出 10 个$(l:items/amethyst)$(item)紫水晶粉$()。需提供一个位置和代表$(l:items/amethyst)$(item)紫水晶粉$()数量的数,最多接受一组。", + + "hexical.page.evocation.title": "唤咒", + "hexical.page.evocation.0": "$(media)媒质$()是思维的能量,则逻辑推理可得,我应当能够直接把$(o)脑海中$()的魔法变为现实,而不需要挥舞$(item)$(l:items/staff)法杖$();毕竟我在最优状态下大约相当于 2 个$(l:items/amethyst)$(item)充能紫水晶$(),是$(l:items/staff)$(item)法杖$()的两倍。我的意识目前还不够强大,无法随意将想法化作现实,不过挥挥手唤出已蚀刻入意识的$(hex)咒术$()还是可以的。这么做会消耗我物品栏中的$(media)媒质$()。", + "hexcasting.action.hexical:set_evocation": "加深印象", + "hexical.page.set_evocation.summary": "刻入一份$(hex)咒术$(),此后按住$(thing)$(k:hexical.evoke)$()键 1 秒即可唤咒施放。消耗大约 1 个$(l:items/amethyst)$(item)充能紫水晶$()。$(br2)$(o)但是安东尼动了动念头,结果它在草地上做了个后滚翻,然后浑身颤抖地躺着,小小的黑眼睛中闪烁的全是恐惧。$()", + "hexcasting.action.hexical:get_evocation": "唤咒之精思", + "hexical.page.get_evocation.summary": "返回刻入我意识的$(hex)咒术$()。", + "hexcasting.action.hexical:is_evoking": "唤魔者之精思", + "hexical.page.is_evoking.summary": "压入我在唤咒状态下经过的时间,未在唤咒则为 -1。", + "hexical.page.evocation.1": "记载有这项技术的古代文本还写有其他琐事。曾经的$(hex)咒术师$()唤咒时不用$(hex)咒术$(),而是在某种集会或集体仪式中挥动手臂合唱。也有人曾试验过,是否有法术能将$(hex)咒术$()蚀刻入$(o)村民$(),以给予他们操控$(media)媒质$()的手段。但这些试验的结果从未见诸文献,抑或是已经散佚殆尽。", + + "hexical.page.hotbar.title": "快捷栏", + "hexcasting.action.hexical:get_hotbar": "趁手之精思", + "hexical.page.get_hotbar.summary": "将我当前持有物品的组别返回为数。", + "hexcasting.action.hexical:set_hotbar": "换手", + "hexical.page.set_hotbar.summary": "接受一个 0 到 8 的数,并将我当前持有的物品放至该栏位。$(br2)$(o)记住,换把枪比换弹夹快。$()", + + "hexical.page.lesser_sentinels.title": "初等哨卫", + "hexical.page.lesser_sentinels.0": "先插入一段哨卫理论:$(l:patterns/spells/sentinels)$(thing)哨卫$()是$(thing)自我$()在形而上学层面上剥离出的碎片。我可通过此关系驱除、请求、召唤哨卫,但每次交互都需要些许$(media)媒质$()用来“握手”。我可以$(l:patterns/great_spells/greater_sentinel)$(action)剥出更多的$(thing)自我$(),本质上相当于制造出了独立且近乎具有意识的碎片——它们能在我常规的影响范围之外施放$(hex)咒术$(),甚至还可“移动”。", + "hexical.page.lesser_sentinels.1": "$(thing)初等哨卫$()则更为简单:它基本就是带有一丝$(thing)自我$()的$(media)媒质$()口袋,大概只够在部署后维持存在,也大概只够它被我看见。$(br2)由于其感知力较弱,我可轻松与多个此类哨卫建立连接,也可轻易移动、驱除、构筑更多。$(l:patterns/spells/sentinels)$(thing)哨卫$()同一时刻只能存在一个,$(thing)初等哨卫$()则几乎没有数量限制。", + "hexcasting.action.hexical:set_lesser_sentinels": "部署哨卫", + "hexical.page.set_lesser_sentinels.summary": "驱除已有的全部$(thing)初等哨卫$(),再在列表中各位置处部署一个$(thing)初等哨卫$()。", + "hexcasting.action.hexical:get_lesser_sentinels": "渗透之精思", + "hexical.page.get_lesser_sentinels.summary": "返回我所有全部$(thing)初等哨卫$()的位置列表。", + + "hexical.page.pyrotechnics.title": "烟花工艺", + "hexical.page.pyrotechnics.0": "我发现了一些构筑烟花的法术。$(media)媒质$()在这些图案周围欢欣地嗡鸣着,就好像它们曾用于庆典一样;它们用作武器的威力也可谓令人震悚。$(br2)$(o)什么都别说了。先欣赏烟花吧。$()", + "hexcasting.action.hexical:simulate_firework": "模拟烟花", + "hexical.page.simulate_firework.summary": "分析另一只手中的$(item)烟火之星$(),并构筑一道烟花,位置、速度、与火药量有关的飞行时间均由烟火之星决定。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶碎片$()。", + "hexcasting.action.hexical:conjure_firework": "构筑烟花", + "hexical.page.conjure_firework.summary": "$(br)根据我$(o)详细$()给定的参数构筑一道烟花。这是我迄今为止发现的最复杂的法术之一。消耗量与其他烟花法术一致。", + "hexical.page.conjure_firework.0": "$(o)基础理论$()$(br2)前两个参数分别是位置和速度。第三个参数决定其飞行时间,需是 1 与 3 之间的数。可以认为是加入烟花火箭的$(item)火药$()份数。$(br2)剩余的参数可看作$(thing)虚拟烟火之星$()的各特征。", + "hexical.page.conjure_firework.1": "$(o)形状效果$()$(br2)第四个参数控制烟花的形状,需是 0 与 4 之间的数,包含两端。$(br)- 0 对应简单的小型球状效果。$(br)- 1 对应大型球状效果。$(br)- 2 对应星形效果。$(br)- 3 对应大型苦力怕状效果。$(br)- 4 对应喷发状效果。", + "hexical.page.conjure_firework.2": "$(o)颜色$()$(br2)第五和第六个参数是代表颜色的向量组成的列表。第一个列表控制烟花的初始颜色,第二个列表控制烟花消散时的渐变颜色。第一列表中需至少含有一个向量,第二个列表可以留空。$(br2)向量各分量为 0 到 1 的数,分别对应不同强度的红、绿、蓝。", + "hexical.page.conjure_firework.3": "$(o)附加效果$()$(br2)第七个参数控制烟花粒子是否闪烁,相当于加入荧石与否。$(br2)第八个参数控制烟花粒子是否留下踪迹,相当于加入钻石与否。", + + "hexical.page.rename.title": "物品重命名", + "hexcasting.action.hexical:item_name": "命名物品", + "hexical.page.item_name.summary": "接受一个物品,将其重命名为给定文本。传入 $(l:casting/influences)$(thing)Null$() 时重置名称。无需消耗$(media)媒质$()。", + "hexcasting.action.hexical:item_lore": "描述物品", + "hexical.page.item_lore.summary": "接受一个物品和一个文本列表,将文本列表加至物品作为描述。传入 $(l:casting/influences)$(thing)Null$() 时清除描述。无需消耗$(media)媒质$()。", + + "hexical.page.shaders.title": "着色器", + "hexical.page.shaders.0": "这些法术作用于我的光感受体,能更改我的视野,也许是为实际用途,也许只是好玩。这些法术的效果会在死亡或暂离世界时消散。$(br2)$(o)你感觉得到了解放。你感觉你与魔力和谐共处。挖,这颜色闻起来真有意思。通常的概念已经不起作用。$()", + "hexcasting.action.hexical:shader_clear": "清空视野", + "hexical.page.shader_clear.summary": "终止我当前拥有的所有着色器法术。很适合在过度实验后“缓缓”眼睛。", + "hexcasting.action.hexical:shader_owl": "穿透黑暗", + "hexical.page.shader_owl.summary": "大幅改善我在暗处的视野,不过光照会同时变得极为刺眼。", + "hexcasting.action.hexical:shader_lines": "显现形体", + "hexical.page.shader_lines.summary": "将世界变为黑白细线。很适合用来辨别微妙的差异。", + "hexcasting.action.hexical:shader_tv": "广播视野", + "hexical.page.shader_tv.summary": "令我的视野中出现奇怪的线条,且视野的中心“向我”突出。大概是有所致敬……", + "hexcasting.action.hexical:shader_media": "辨识重点", + "hexical.page.shader_media.summary": "让我只能看见最为重要的事物……", + "hexcasting.action.hexical:shader_spider": "分裂视野", + "hexical.page.shader_spider.summary": "将我的视野分裂为多个小块,和蜘蛛的视野大概差不多。不太清楚为什么这么做能让我看得更清晰……", + + "hexical.page.hopper.title": "漏斗", + "hexical.page.hopper.0": "这个法术专为点对点精确运输和批量运输物品而存在,取出和存入操作适用于许多方块和实体。$(br2)$(o)允许回收任意物品……再在现实中实例化……在任意数据源间传递任意信息$()", + "hexcasting.action.hexical:hopper": "漏斗", + "hexical.page.hopper.summary": "立即将所有物品从$(thing)来源$()传输到$(thing)目标$()。消耗量取决于所传输物质的量,每组 64 个物品消耗大约 3 个$(l:items/amethyst)$(item)紫水晶粉$()。数可选,详情见后页。", + "hexical.page.hopper.1": "代表施法者,或影响范围内$(thing)盔甲架$()、$(thing)运输矿车$()、$(thing)漏斗矿车$()、$(thing)运输船$()的实体 iota 均是有效$(thing)来源$(),它们分别指向相应的物品存储空间。这些 iota 也是有效的$(thing)目标$()。$(br2)代表$(thing)物品展示框$()和掉落的$(thing)物品$()的 iota 同样是有效$(thing)来源$()和$(thing)目标$()。对$(thing)物品$()来说,送出物品时会尝试将物品加入物品组。", + "hexical.page.hopper.2": "向量也是可用的$(thing)来源$()和$(thing)目标$()。即便对应位置处不存在容器方块,其仍可作为有效$(thing)目标$(),可用于向世界送出物品。$(br2)当确实存在容器方块时,它可作为$(thing)来源$(),也可作为$(thing)目标$()。如果向量指向的位置接近中心,则会对所有槽位抽取和存入;如果接近某一面,则与$(thing)漏斗$()类似,只会对该面抽取和存入。", + "hexical.page.hopper.3": "如果传入 $(l:casting/influences)$(thing)Null$(),就似乎会指向我的$(thing)末影箱$()物品栏。自然,只有人类施法时才会起效。$(br2)因为不管$(thing)来源$()还是$(thing)目标$()都不可能是数,在$(thing)来源$()或$(thing)目标$()后方传入可选的数不会造成歧义。这也是图案签名中 num? 的由来,这一参数与$(o)槽位$()有关。", + "hexical.page.hopper.4": "槽位是自然选定的表示物品栏中特定空间的方法,相较之下可能稍难理解。例如,0、1、2、3 分别对应$(thing)盔甲架来源$()的靴子、护腿、胸甲、头盔槽位。传入槽位可以指定$(l:patterns/spells/hopper#hexical:hopper)$(action)漏斗$()抽取和存入物品的空间小块。$(br2)为便于快速查阅,我的快捷栏是 0 到 8,我的副手是 40,我的$(l:patterns/spells/wristpocket)魔袋$()是 -1。", + "hexcasting.action.hexical:index_hopper": "漏斗之纯化", + "hexical.page.index_hopper.summary": "适用于支持槽位的$(thing)来源$(),也即常见的物品存储空间。返回其中所有物品组组成的列表,列表索引即为其槽位数。", + "hexical.page.index_hopper.description": "大体上来看,槽位数还算有逻辑;但玩家物品栏等存储空间的槽位数就显得很怪异了。$(br2)此图案可以用来查找$(thing)来源$()和$(thing)目标$()存储空间中某一位置的槽位数。处理加工时这个图案也很有用:扫描$(thing)来源$(),查看其中物品,根据某种度量方式加以运算,再据此决定要不要传输和传输到哪里。", + + "hexical.page.horrible.title": "可怕的东西", + "hexical.page.horrible.0": "就我在$(hex)咒法学$()中遇到的所有法术而言,我都还没遇见过这种东西。$(o)到底要怎么画啊?$()", + "hexcasting.action.hexical:horrible": "召唤?", + "hexical.page.horrible.summary": "从图案的参数签名来看,我只能推测出它是会召唤个什么。", + + "hexcasting.action.hexical:charm": "咒符", + "hexical.page.charm.0": "$(l:patterns/great_spells/charm)$(action)咒符$()法术可将物品变为自立的魔法物品,也即,和$(l:items/hexcasting)$(item)杂件$()类似。它们有一个$(media)媒质$()储库,耗尽即咒符消散,无法重新充能和重新写入。$(br2)$(o)达到完美,并不是好得不能再好,而是好得一点不多余。$()", + "hexical.page.charm.1": "咒符物品相较其他$(l:items/hexcasting)$(item)施法物品$()有若干特殊之处。$(br2)有两个图案可与其包含的 iota 交互。该 iota 存储空间只可通过该咒符物品读取和写入。$(br2)它们还能拦截输入。", + "hexical.page.charm.summary": "$(br)施加咒符。接受一个$(hex)咒术$()和以$(l:items/amethyst)$(item)紫水晶粉$()计的存入$(media)媒质$()量。消耗相应存入媒质量和额外 3 个$(l:items/amethyst)$(item)充能紫水晶$()。", + "hexical.page.charm.description": "后续的列表分别对应站直时和潜行时的触发条件。持有咒符物品时,我的鼠标点击分别对应着依次递增、最大为 7 的数;其中 0 对应左击,1 对应右击。$(br2)当前姿势对应的列表内如有对应的数,则在传入此输入时拦截物品原有的功能,换为施放$(hex)咒术$();此时栈会以该数起始。", + "hexcasting.action.hexical:write_charmed": "咒符之策略", + "hexical.page.write_charmed.summary": "向咒符物品内部的存储空间写入 iota。可能会招致“违犯他人”事故。", + "hexcasting.action.hexical:read_charmed": "咒符之精思", + "hexical.page.read_charmed.summary": "将咒符物品内部存有的 iota 压入栈顶。", + "hexcasting.action.hexical:write_charmed_proxy": "咒符之策略,第二型", + "hexical.page.write_charmed_proxy.summary": "如果咒符物品本身就可以存储 iota(如$(l:items/focus)$(item)核心$()),则向该存储空间写入 iota。", + "hexcasting.action.hexical:read_charmed_proxy": "咒符之精思,第二型", + "hexical.page.read_charmed_proxy.summary": "如果咒符物品本身就可以存储 iota(如$(l:items/focus)$(item)核心$()),则从该存储空间读取 iota。", + "hexcasting.action.hexical:discharm": "解除咒符", + "hexical.page.discharm.summary": "解除咒符而不影响其他属性。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉$()。", + + "hexcasting.action.hexical:greater_blink": "卓越闪现", + "hexical.page.greater_blink.0": "卓越闪现比$(l:patterns/great_spells/teleport)$(action)卓越传送$()要便宜许多。它不会在抵达时让我全身的物品散落。但相比之下,它的运作范围小得可怜,目标位置的计算也比较……奇妙。我也无法对我自己之外的事物使用这个法术。", + "hexical.page.greater_blink.summary": "将我传送最多 128 格,传送目的以我的位置和朝向为参照。消耗大约 2 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.greater_blink.1": "向量 (0, 0, 1) 会往$(l:patterns/basics#hexcasting:get_entity_look)$(thing)我面朝的方向$()传送 1 格。向量 (0, 1, 0) 会往$(l:patterns/scrying/entities#hexpose:theodolite)$(thing)我头顶的法向$()传送 1 格。向量 (0, 1, 10) 会往我面朝方向传送 10 格,再往头顶法向传送 1 格。向量 (1, 0, 0) 会往我的右侧传送 1 格。", + "hexical.page.greater_blink.2": "$(o)我感到三根数轴精准地穿过我头颅的六面。在刹那之间,我仿佛被尖桩扎穿——吊在空中——然后随我先前的指示,我被猛烈地拽动——就沿着那些几何轴——移动如同在瞬间完成。$(br2)我肯定已经不是世界的一部分了——因为我穿了墙,而且没有留下哪怕一丁点痕迹。$()", + + "hexical.page.meshes.title": "网斑", + "hexical.page.meshes.0": "网斑是$(l:patterns/spells/specks)视斑$()的进化形态。不会再受 iota 和图案的限制,也无需屈居于二维平面,网斑接受三维空间中的向量列表并在其间连线,由此带来的创意无穷无尽。网斑也会对大多数操纵视斑的图案产生反应。", + "hexcasting.action.hexical:conjure_mesh": "构筑网斑", + "hexical.page.conjure_mesh.summary": "在所给位置构筑一个网斑,并压入一个网斑实体。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.meshes.1": "网斑只在编织后才有外形。用以构筑网斑的向量列表无需遵守太多规则:只要列表的长度不超出 32 个向量,且向量的模长小于 10 即可。而后,网斑会依次连接它们。", + "hexcasting.action.hexical:weave_mesh": "编织网斑", + "hexical.page.weave_mesh.summary": "接受一个向量列表,需遵守前页指定的规则,并将网斑编织成所给形状,无需消耗$(media)媒质$()。", + "hexcasting.action.hexical:read_mesh": "纠缠之纯化", + "hexical.page.read_mesh.summary": "将网斑的外形返回为向量列表。可用于复制网斑。" +}