From 81e9dd56bf23bf3fb3476c3475c1d328faf8a2cf Mon Sep 17 00:00:00 2001 From: ChuijkYahus <94828194+ChuijkYahus@users.noreply.github.com> Date: Sat, 26 Jul 2025 05:09:37 +0800 Subject: [PATCH 01/11] Hexical transfer --- .../modrinth-hexical/hexical/lang/en_us.json | 679 ++++++++++++++++ .../modrinth-hexical/hexical/lang/zh_cn.json | 679 ++++++++++++++++ .../modrinth-hexical/hexical/lang/en_us.json | 730 ++++++++++++++++++ .../modrinth-hexical/hexical/lang/zh_cn.json | 730 ++++++++++++++++++ 4 files changed, 2818 insertions(+) create mode 100644 projects/1.19/assets/modrinth-hexical/hexical/lang/en_us.json create mode 100644 projects/1.19/assets/modrinth-hexical/hexical/lang/zh_cn.json create mode 100644 projects/1.20-fabric/assets/modrinth-hexical/hexical/lang/en_us.json create mode 100644 projects/1.20-fabric/assets/modrinth-hexical/hexical/lang/zh_cn.json diff --git a/projects/1.19/assets/modrinth-hexical/hexical/lang/en_us.json b/projects/1.19/assets/modrinth-hexical/hexical/lang/en_us.json new file mode 100644 index 000000000000..872ae011c8fb --- /dev/null +++ b/projects/1.19/assets/modrinth-hexical/hexical/lang/en_us.json @@ -0,0 +1,679 @@ +{ + "advancements.hexical.arch_lamp.title": "Daemon", + "advancements.hexical.arch_lamp.description": "Acquire an archgenie lamp.", + + "advancements.hexical.reload_lamp.title": "Phenomenal Cosmic Powers!", + "advancements.hexical.reload_lamp.description": "Reload the lamp.", + "advancements.hexical.educate_genie.title": "New Order", + "advancements.hexical.educate_genie.description": "Educate the genie with new instructions.", + "advancements.hexical.lamp.title": "Diamond in the Rough", + "advancements.hexical.lamp.description": "Acquire a genie lamp.", + "advancements.hexical.augmented_reality.title": "Augmented Reality", + "advancements.hexical.augmented_reality.description": "Conjure a speck.", + "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.hallucinate.title": "Only In My Head", + "advancements.hexical.hallucinate.description": "Play a sound only you can hear!", + "advancements.hexical.media_slurp.title": "Tripping", + "advancements.hexical.media_slurp.description": "\"You sense that something is off.\"", + + "block.hexical.hex_candle": "Hex Candle", + "block.hexical.mage_block": "Mage Block", + "block.hexical.media_jar": "Media Jar", + "death.attack.magic_missile": "%1$s was magically pierced by %2$s", + "death.attack.magic_missile.item": "%1$s was magically pierced by %2$s using %3$s", + "death.attack.spike": "%1$s was skewered by %2$s", + "death.attack.spike.item": "%1$s was skewered by %2$s using %3$s", + "entity.hexical.living_scroll": "Living 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.telepathy": "Telepathy", + "item.hexical.arch_lamp": "Archgenie Lamp", + "item.hexical.conjured_compass": "Conjured Compass", + "item.hexical.conjured_staff": "Conjured Staff", + "item.hexical.grimoire": "Grimoire", + "item.hexical.hexburst": "Hexburst", + "item.hexical.hextito": "Hextito", + "item.hexical.lamp": "Hand Genie Lamp", + "item.hexical.gauntlet_staff": "Gauntlet Staff", + "item.hexical.lightning_rod_staff": "Lightning Rod Staff", + "item.hexical.living_scroll_small": "Small Living Scroll", + "item.hexical.living_scroll_medium": "Medium Living Scroll", + "item.hexical.living_scroll_large": "Large Living Scroll", + "itemGroup.hexical.general": "Hexical", + "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.sudden_realization": "Idea pops", + "subtitles.hexical.player_slurp": "Player slurps", + "subtitles.hexical.candle_flares": "Candle crackles", + "subtitles.hexical.replenish_air": "Air appears", + "tooltip.hexical.scroll_aged": "Aged", + "tooltip.hexical.scroll_glow": "Glowing", + "tooltip.hexical.scroll_vanished": "Vanished", + "particle.minecraft.soul_7": "", + "misc.hexical.media_vision": "", + + "hexical.autograph.header": "Autographed by:", + + "hexical.fortune.0": "It is certain.", + "hexical.fortune.1": "It is decidedly so.", + "hexical.fortune.2": "Without a doubt.", + "hexical.fortune.3": "Yes definitely.", + "hexical.fortune.4": "You may rely on it.", + "hexical.fortune.5": "As I see it, yes.", + "hexical.fortune.6": "Most likely.", + "hexical.fortune.7": "Outlook good.", + "hexical.fortune.8": "Yes.", + "hexical.fortune.9": "Signs point to yes.", + "hexical.fortune.10": "Reply hazy, try again.", + "hexical.fortune.11": "Ask again later.", + "hexical.fortune.12": "Better not tell you now.", + "hexical.fortune.13": "Cannot predict.", + "hexical.fortune.14": "Concentrate and ask again.", + "hexical.fortune.15": "Don't count on it.", + "hexical.fortune.16": "My reply is no.", + "hexical.fortune.17": "My sources say no.", + "hexical.fortune.18": "Outlook not so good.", + "hexical.fortune.19": "Very doubtful.", + + "hexcasting.mishap.bad_block.akashic_bookshelf": "an akashic bookshelf", + "hexcasting.mishap.bad_block.mage_block": "a mage block", + "hexcasting.mishap.bad_block.prestidigitation": "a prestidigitation-sensitive block", + "hexcasting.mishap.bad_item.grimoire": "a grimoire", + "hexcasting.mishap.bad_item.firework_star": "a firework star", + "hexcasting.mishap.bad_item.has_brain": "a villager capable of thought", + "hexcasting.mishap.bad_item.smart_villager": "a Journeyman or greater level villager", + "hexcasting.mishap.bad_item.lamp_full": "a lamp with media", + "hexcasting.mishap.bad_item.lamp": "a lamp", + "hexcasting.mishap.bad_item.living_scroll": "a living scroll", + "hexcasting.mishap.bad_item.prestidigitation": "a prestidigitation-sensitive entity", + "hexcasting.mishap.bad_item.mesh": "a mesh", + "hexcasting.mishap.bad_item.speck": "a speck", + "hexcasting.mishap.bad_item.specklike": "a specklike entity", + "hexcasting.mishap.invalid_value.axis_vector": "an axis vector", + "hexcasting.mishap.invalid_value.solid_block": "a non-air block", + "hexcasting.mishap.invalid_value.entity_or_vector": "an entity or a vector", + "hexcasting.mishap.invalid_value.pattern_list": "a list with only patterns", + "hexcasting.mishap.invalid_value.mesh_design": "a list of up to 32 vectors with magnitudes less than 10", + "hexcasting.mishap.invalid_value.class.dye": "a dye", + "hexcasting.mishap.invalid_value.class.identifier": "an identifier", + "hexcasting.mishap.invalid_value.class.pigment": "a pigment", + "hexcasting.mishap.invalid_value.true_dye": "a colored dye", + "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.enchantment_id": "an identifier of an enchantment type", + "hexcasting.mishap.invalid_value.block_id": "an identifier of a block type", + "hexcasting.mishap.invalid_value.item_id": "an identifier of an item type", + "hexcasting.mishap.invalid_value.food_id": "an identifier of a food item type", + "hexcasting.mishap.invalid_value.status_effect_id": "an identifier of a status effect type", + "hexcasting.mishap.invalid_value.potion_holding": "a food, potion, or tipped arrow item entity", + "hexcasting.mishap.invalid_value.identifiable": "an identifiable target", + "hexcasting.mishap.invalid_value.integer_natural": "an integer greater than 0", + "hexcasting.mishap.invalid_value.recognizable": "a target with extra information", + "hexcasting.mishap.invalid_value.lenient_living": "a living entity or an armor stand", + "hexcasting.mishap.invalid_value.nonempty_list": "a non-empty list", + "hexcasting.mishap.invalid_value.true_dye_list": "a list of colored dyes", + "hexcasting.mishap.hexical:active_arch_lamp": "Expected an active Arch Lamp in the inventory.", + "hexcasting.mishap.hexical:can_not_dye": "Expected a dyeable target", + "hexcasting.mishap.hexical:inedible": "Wristpocketed item is not edible.", + "hexcasting.mishap.hexical:needs_chorus_fruit": "Needs chorus fruit within inventory.", + "hexcasting.mishap.hexical:needs_conjured_staff": "Expected to be cast by a Conjured Staff.", + "hexcasting.mishap.hexical:needs_lamp": "Expected to be cast by a Genie Lamp.", + "hexcasting.mishap.hexical:needs_hand_lamp": "Expected to be cast by a Hand Genie Lamp.", + "hexcasting.mishap.hexical:needs_arch_lamp": "Expected to be cast by a Archgenie Lamp.", + "hexcasting.mishap.hexical:needs_skippable": "Expected to be run inside of Sisyphus' Gambit or Thoth's Gambit.", + "hexcasting.mishap.hexical:needs_thoth": "Expected to be run inside of Thoth's Gambit.", + "hexcasting.mishap.hexical:outside_circle": "Spell exceeds the domain of the spell circle.", + "hexcasting.mishap.hexical:themis": "Expected a number at the top of the pseudo-stack.", + + "hexcasting.spell.book.hexical:theodolite": "Theodolite Purif.", + "hexcasting.spell.book.hexical:damage_stack": "Deterioration Purif.", + "hexcasting.spell.book.hexical:get_arch_lamp_position": "Arch. Refl.: Spatial", + "hexcasting.spell.book.hexical:get_arch_lamp_rotation": "Arch. Refl.: Rotational", + "hexcasting.spell.book.hexical:get_arch_lamp_velocity": "Arch. Refl.: Kinetic", + "hexcasting.spell.book.hexical:get_arch_lamp_use_time": "Arch. Refl.: Temporal", + "hexcasting.spell.book.hexical:get_arch_lamp_media": "Arch. Refl.: Media", + "hexcasting.spell.book.hexical:get_arch_lamp_storage": "Arch. Refl.: Memory", + "hexcasting.spell.book.hexical:get_effect_amplifier": "Concentration Dstl.", + "hexcasting.spell.book.hexical:get_effects_item": "Prescription Purif.", + "hexcasting.spell.book.hexical:get_enchantments": "Thaumaturgist's Purif.", + "hexcasting.spell.book.hexical:breedable": "Reproduction Purif.", + "hexcasting.spell.book.hexical:get_hand_lamp_position": "Genie Refl.: Spatial", + "hexcasting.spell.book.hexical:get_hand_lamp_rotation": "Genie Refl.: Rotational", + "hexcasting.spell.book.hexical:get_hand_lamp_velocity": "Genie Refl.: Kinetic", + "hexcasting.spell.book.hexical:get_hand_lamp_use_time": "Genie Refl.: Temporal", + "hexcasting.spell.book.hexical:get_hand_lamp_media": "Genie Refl.: Media", + "hexcasting.spell.book.hexical:get_hand_lamp_storage": "Genie Refl.: Memory", + "hexcasting.spell.book.hexical:get_biome": "Geographical Purif.", + "hexcasting.spell.book.hexical:get_weather": "Meterologist's Refl.", + "hexcasting.spell.book.hexical:recognize": "Recognizer's Purif.", + "hexcasting.spell.book.hexical:shuffle_pattern": "Glyphmaker's Dstl.", + "hexcasting.spell.book.hexical:zone_specklike": "Zone Dstl.: Specklike", + "hexcasting.spell.book.hexical:modify_block_bouncy": "Bouncy", + "hexcasting.spell.book.hexical:modify_block_energized": "Energized", + "hexcasting.spell.book.hexical:modify_block_ephemeral": "Ephemeral", + "hexcasting.spell.book.hexical:modify_block_invisible": "Invisible", + "hexcasting.spell.book.hexical:modify_block_replaceable": "Replaceable", + "hexcasting.spell.book.hexical:modify_block_semipermeable": "Semi-Permeable", + "hexcasting.spell.book.hexical:modify_block_volatile": "Volatile", + "hexcasting.spell.book.hexical:read_shelf": "Librarian's Purif. II", + + "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 suggesting new spells to me. The _media itself also feels more malleable, more $(o)workable$(), allowing me to manipulate it into precise specialized effects.", + "hexical.page.hexical_changes.1": "I also find my tools more familiar. I notice I require less concentration with my $(l:items/staff)$(item)staff$() and can move around while using it, handy for chasing down targets that get out of my line of sight before I can finish my raycast. I shouldn't become too relaxed though, Nature has not become more forgiving of my mistakes. I can also write directly into my $(l:items/abacus)$(item)abacus$() with $(l:patterns/readwrite#hexcasting:write)Scribe's Gambit$().", + "hexical.page.lightning_rod_staff.0": "By fixing a block of amethyst to some 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": "Staffs are quite heavy to wield and finnicky to hold. In case I tire of them, I can construct a gauntlet-like \"$(l:items/staff)$(item)staff$()\" to grasp and warp the media to my will with my own fingers.", + "hexical.page.gauntlet_staff.1": "$(o)Wait, what are fingers??$()", + + "hexical.page.grimoire.title": "Grimoires", + "hexical.page.grimoire.0": "By encrusting an $(item)enchanted book$() with charged amethyst and $(l:items/edified)$(item)edified wood$()$(), it traps _media within the pages like an echo chamber. I can then introduce a pattern-to-pattern-list binding for the $(item)grimoire$() to keep bouncing endlessly inside.", + "hexical.page.grimoire.1": "When I then cast the $(l:patterns/patterns_as_iotas)pattern$() associated with a pattern list with my $(l:items/staff)$(item)staff$() and the $(item)grimoire$() in my inventory, the pattern $(o)expands$() with a faint sound of a _Hex being cast. I create shortcuts for tedious tasks with this, like the raycast mantra or large patterns. The $(item)grimoire$() can even hijack Nature's patterns, to overwrite or add extra functionality.$(br2)$(o)If there's a book that you want to read, but it hasn't been written yet, then you must write it.$()", + "hexcasting.spell.hexical:write_grimoire": "Write Grimoire", + "hexical.page.write_grimoire.summary": "Writes a pattern-to-pattern-list binding into the $(item)grimoire$() in my offhand.", + "hexcasting.spell.hexical:erase_grimoire": "Erase Grimoire", + "hexical.page.erase_grimoire.summary": "Erases the pattern-list binding to the pattern in the $(item)grimoire$() in my offhand if it exists.", + "hexcasting.spell.hexical:index_grimoire": "Archivist Reflection", + "hexical.page.index_grimoire.summary": "Gets a list of all patterns stored in the $(item)grimoire$().", + + "hexical.page.hex_candle.title": "Hex Candles", + "hexical.page.hex_candle.0": "When ignited for the first time, either $(l:hexical:patterns/spells/prestidigitation)magically$() or with a $(item)flint and steel$(), these delightful little candles have pale white flames. When someone interacts with it though, it happily copies their pigment. I can also right-click it with a pigment item to change its color directly. To extinguish, sneak right-click.", + + "hexical.page.living_scroll.title": "Living Scrolls", + "hexical.page.living_scroll.0": "Living scrolls are mixed with a pinch of amethyst, enchanting the ink to move and wiggle like the patterns I draw with my $(l:items/staff)$(item)staff$(). Not only that, living scrolls can display lists of patterns.$(br2)$(o)You can't be a proper writer without a touch of madness, can you?$()", + "hexical.page.living_scroll.1": "I can freely write and rewrite the scroll's patterns at any time, along with reading it back out. The scroll accepts only a list of pattern iotas, or a pattern iota which is automatically wrapped in a list. When displaying a list of patterns, a living scroll shows one pattern at a time. It changes once per second. Even when I write the same pattern list to two of them at two different moments of their cycle, they end up in sync.", + "hexical.page.living_scroll.2": "What follows are some spells I've found for manipulation of living scrolls. The changes caused by these most enchantments can be reverted by casting the spell on the scroll again. They are all free.", + "hexcasting.spell.hexical:age_scroll": "Age Scroll", + "hexical.page.age_scroll.summary": "Yellows the parchment of the scroll, making it bear striking semblance to some ancient scrolls I've been finding.", + "hexcasting.spell.hexical:glow_scroll": "Illuminate Ink", + "hexical.page.glow_scroll.summary": "Causes the ink of a living scroll to brightly glow in the dark.", + "hexcasting.spell.hexical:color_scroll": "Dye Ink", + "hexical.page.color_scroll.summary": "Changes the color of a living 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.spell.hexical:vanish_scroll": "Vanish Scroll", + "hexical.page.vanish_scroll.summary": "Causes the scroll paper to become invisible, leaving only the pattern, making it appear as though the pattern were magically etched into the surface.", + + "hexical.page.media_jar.title": "Media Jar", + "hexical.page.media_jar.0": "I can craft this little decorative jar of liquid _media that glows quite brightly. Unfortunately, it seems 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 being able to bottle up liquid _media and use it for their _Hexes.", + "hexical.page.media_jar.1": "A similar item was built by prior _Hexcasters and they seemed to use it as crystal ball by sipping the fluid. Holding the energy of thought that permeates existence, perhaps its answers hold some merit.$(br2)$(o)Signs point to yes.$()", + + "hexical.category.lamp": "Genie Lamp", + "hexical.category.lamp.desc": "I have heard tales from the villagers about a magical artifact. Legends say it contains a spirit that grants wishes, but I suspect that is just embellishment evolved over centuries of storytelling. However, legends must arise from something and I dedicate this section to my pursuit and research of it.", + + "hexcasting.spell.hexical:lamp_finale": "Finale Reflection", + "hexical.page.lamp_finale.hand": "The instant I let go of my 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 archgenie lamp is turned off, it casts an additional time. I can use this pattern to recognize when whether a cast is that last burst of energy.", + + "hexical.page.mysterious_lamp.title": "Mysterious Lamp", + "hexical.page.mysterious_lamp.0": "At last I've obtained the subject of a thousand years of rumor! To think a mere wandering trader was in possession of such a strong artifact. The oil 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. There is also a presence inside with casting capabilities similar to my own.", + "hexcasting.spell.hexical:educate_genie": "Educate Genie", + "hexical.page.educate_genie.summary": "Teaches the presence my intentions. Because I am $(o)teaching$() an entity rather than $(o)etching$() a $(l:items/hexcasting)$(item)casting device$(), I can freely revise the _Hex and reteach the genie any time without losing the _media.", + + "hexical.page.new_possibilities.title": "New Possibilities", + "hexical.page.new_possibilities.0": "It casts $(o)$(l)EVERY INSTANT$(). After writing a spell into it, I was treated to a splendid unceasing gush of _media. I estimate the casting speed must be around twenty times every second. The genie performs the casting with extraordinary efficiency, producing little of the sounds and particles that accompany other casting methods.", + "hexical.page.new_possibilities.1": "I have developed some useful patterns to communicate with the genie for information, documented on the next few pages. These patterns must only be cast by the genie within the lamp, lest I succumb to the Impersonate Genie mishap, which emits red sparks and yanks my casting item from my hand.$(br2)$(o)Yeah, but your $(l)$(o)hexcasters$()$(o) were so preoccupied with whether or not they could, they didn't stop to think if they should.$()", + "hexcasting.spell.hexical:get_hand_lamp_position": "Genie Reflection: Spatial", + "hexical.page.get_hand_lamp_position.summary": "Pushes my original position when I began using the lamp.", + "hexcasting.spell.hexical:get_hand_lamp_rotation": "Genie Reflection: Rotational", + "hexical.page.get_hand_lamp_rotation.summary": "Pushes my original rotation when I began using the lamp.", + "hexcasting.spell.hexical:get_hand_lamp_velocity": "Genie Reflection: Kinetic", + "hexical.page.get_hand_lamp_velocity.summary": "Pushes my original velocity when I began using the lamp.", + "hexcasting.spell.hexical:get_hand_lamp_use_time": "Genie Reflection: Temporal", + "hexical.page.get_hand_lamp_use_time.summary": "Pushes how many times the lamp has cast. Divided by 20, it is the number of seconds since I began using the lamp.", + "hexcasting.spell.hexical:get_hand_lamp_media": "Genie Reflection: Media", + "hexical.page.get_hand_lamp_media.summary": "Pushes the remaining _media of the lamp, in units of dust.", + "hexcasting.spell.hexical:with_hand_lamp": "Genie Reflection", + "hexical.page.with_hand_lamp.summary": "Pushes whether this _Hex is being cast by a handheld genie lamp.", + "hexcasting.spell.hexical:get_hand_lamp_storage": "Genie Reflection: Memory", + "hexical.page.set_hand_lamp_storage.summary": "Sets an internal storage of my lamp to any iota. Strangely allows bypassing the Transgress Others mishap, perhaps because it requires my active concentration to use this lamp.", + "hexcasting.spell.hexical:set_hand_lamp_storage": "Genie Gambit", + "hexical.page.get_hand_lamp_storage.summary": "Retrieves an iota from my hand lamp's internal storage, returns null by default.", + + "hexical.page.offerings.title": "Offerings", + "hexical.page.offerings.0": "Hex casting 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 spell circles, the rate of casting is slow enough that a mind can recuperate; I will never need to replace an impetus. With the speeds lamps operates at, though, even an optimized mind can feel strain.", + "hexical.page.offerings.1": "The lamp traps the genie and any attempts to refuel it will free it. Thus, the only way to recharge a genie lamp is to simultaneously replace the _media $(o)and$() the genie, forcing a new mind to work in its stead. A villager will do quite nicely. That is the spell that I have devised.$(br2)$(o)My name? My name is... oh god, why can't I remember my name?$()", + "hexcasting.spell.hexical:offer_mind": "Offer Mind", + "hexical.page.offer_mind.summary": "Can be cast by me to $(o)borrow$() the experiences and memory of a villager and give it to the lamp in my offhand. The spell itself costs one charged amethyst, plus the _media I'm giving.", + "hexical.page.offerings.2": "Notably, this spell will $(o)not$() kill the villager. It splinters off a section of their mind to serve as the genie and for the villager's main consciousness only results in amnesia. I have heard rumors of ancient Hexcasters $(o)growing$() villager minds like crops using this property, consuming them to recharge their lamps, and allowing them to regenerate their lost knowledge in between.", + "hexical.page.offerings.3": "Not all villagers can be a genie. I estimate there is so little media potential in any villager lesser than Journeyman-grade that the spell would simply fail. Having most of its workings $(o)optimized$() purely for casting, I doubt an Expert villager will perform any better than a Journeyman. However, certain skills may still affect the quality of casting. My notes on that on the next page.", + "hexical.page.offerings.4": "Ingrained memories and inherent abilities seem to be able to survive the optimization process. A master villager who has honed its craft to perfection has internalized its knowledge so deeply, that it casts differently. A wandering villager who has spent its life travelling the world may be so attuned to exploration that the way it casts reflects its experience.", + + "hexical.page.arch_lamps.title": "Archgenie Lamps", + "hexical.page.arch_lamps.0": "Rather just losing memories, the master villager's mind exited its body and completely supplanted the original genie. Because a separate entity casts my spells, a lamp should be able to cast even without me holding it. These archgenie lamps are activated and deactivated rather than used and while active in my inventory, they cast every moment even without my input.", + "hexical.page.arch_lamps.1": "The output of an archgenie lamp is so grand that it saturates the air around me with _media... it's incredible. Unfortunately, if two lamps are active at once within my inventory, the resonances clash and deactivate both lamps, as well as rendering every archgenie lamp in my inventory useless for a few seconds. I should only have one archgenie lamp active at once, although I can still simultaneously use a regular lamp.", + "hexical.page.arch_lamps.2": "$(o)I am a great soft jelly thing. Smoothly rounded, with no mouth, with pulsing white holes filled by fog where my eyes used to be. Rubbery appendages that were once my arms; bulks rounding down into legless humps of soft slippery matter.$(br2)I have no mouth. And I must scream.$()", + "hexcasting.spell.hexical:activate_arch_lamp": "Activate Archgenie", + "hexical.page.activate_arch_lamp.summary": "Can be cast by a $(l:items/hexcasting)$(item)casting device$(), $(l:items/staff)$(item)staff$(), or within an arch lamp. Deactivates any archgenie lamp and activates a previously inactive one.", + "hexcasting.spell.hexical:terminate_arch_lamp": "Terminate Archgenie", + "hexical.page.terminate_arch_lamp.summary": "Can be cast by a $(l:items/hexcasting)$(item)casting device$(), $(l:items/staff)$(item)staff$(), or within the arch lamp itself. Deactivates the currently active archgenie lamp.", + "hexcasting.spell.hexical:has_arch_lamp": "Archgenie Purification", + "hexical.page.has_arch_lamp.summary": "Pushes whether a player currently has an active arch lamp.", + "hexcasting.spell.hexical:get_arch_lamp_position": "Archgenie Reflection: Spatial", + "hexical.page.get_arch_lamp_position.summary": "Pushes the original position of the caster when the arch lamp started casting.", + "hexcasting.spell.hexical:get_arch_lamp_rotation": "Archgenie Reflection: Rotational", + "hexical.page.get_arch_lamp_rotation.summary": "Pushes the original rotation of the caster when the arch lamp started casting.", + "hexcasting.spell.hexical:get_arch_lamp_velocity": "Archgenie Reflection: Kinetic", + "hexical.page.get_arch_lamp_velocity.summary": "Pushes the original velocity of the caster when the arch lamp started casting.", + "hexcasting.spell.hexical:get_arch_lamp_use_time": "Archgenie Reflection: Temporal", + "hexical.page.get_arch_lamp_use_time.summary": "Pushes how many times the lamp has cast. Divided by 20, it returns how many times in seconds the lamp has been in use.", + "hexcasting.spell.hexical:get_arch_lamp_media": "Archgenie Reflection: Media", + "hexical.page.get_arch_lamp_media.summary": "Pushes the remaining amount of _media left in the lamp, in units of dust.", + "hexcasting.spell.hexical:with_arch_lamp": "Archgenie Reflection", + "hexical.page.with_arch_lamp.summary": "Pushes whether this _Hex is currently being cast by an arch lamp.", + "hexcasting.spell.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 an arch lamp. Gets the lamp's iota storage.", + "hexcasting.spell.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 an arch lamp. Sets the lamp's iota storage. Subject to Transgress Others mishap.", + + "hexical.page.enlightened_patterns.title": "Enlightened Patterns", + "hexical.page.enlightened_patterns.0": "After my enlightenment, I find myself acutely aware of certain patterns that seem to aid with my newfound abilities to perceive and manipulate _media. These patterns don't seem to require anything new from me, perhaps I've always been able to cast them but was unaware of their existence.", + "hexcasting.spell.hexical:am_enlightened": "Epiphany Purification", + "hexical.page.am_enlightened.summary": "Pushes whether the given player has achieved enlightenment like I have.", + "hexcasting.spell.hexical:is_brainswept": "Sentience Purification", + "hexical.page.is_brainswept.summary": "Pushes whether an entity \"has been magically relieved of its mind\". I feel this is strongly related to $(l:patterns/great_spells/brainsweep)$(action)Flay Mind$() somehow...", + + "hexical.page.simple_patterns.title": "Hexical Patterns", + "hexcasting.spell.hexical:entity_width": "Caliper's Purification", + "hexical.page.entity_width.summary": "Similar to $(l:patterns/basics#hexcasting:get_entity_height)$(action)Stadiometer's Purification$() but pushes the width of an entity rather than its height.", + "hexcasting.spell.hexical:theodolite": "Theodolite's Purification", + "hexical.page.theodolite.summary": "Similar to $(l:patterns/basics#hexcasting:get_entity_look)$(action)Alidade's Purification$() but pushes the vector that points upwards from their head rather than the entity's facing vector.", + "hexcasting.spell.hexical:swap_one_three": "Reflecting Gambit", + "hexical.page.swap_one_three.summary": "Reflects the order of the top three iota, turning A, B, C into C, B, A. Essentially swaps the top and the third-from-the-top iota.", + "hexcasting.spell.hexical:swap_two_three": "Bubbling Gambit", + "hexical.page.swap_two_three.summary": "Causes the third-from-the-top iota to bubble up over the second-from-the-top iota, essentially swapping them.", + "hexcasting.spell.hexical:similar": "Similarity Distillation", + "hexical.page.similar.summary": "Pushes whether two iota are of the same type.", + "hexcasting.spell.hexical:congruent": "Congruence Distillation", + "hexical.page.congruent.summary": "Pushes whether two patterns have the same shape and orientation.", + "hexcasting.spell.hexical:dup_many": "Dioscuri Gambit II", + "hexical.page.dup_many.summary": "Takes a number and duplicates that many elements of the stack while preserving order.", + "hexcasting.spell.hexical:shuffle_pattern": "Glyphmaker's Distillation", + "hexical.page.shuffle_pattern.summary": "Takes in a pattern and a number and produces a pattern of the same shape, but different stroke order. My notes reveal that ancient hexcasters used this for some $(o)grand library$().", + + "hexical.page.perlin.title": "Quasirandomness", + "hexical.page.perlin.0": "In certain regions of the world, ambient _media is more concentrated. I can measure that concentration and even extrapolate backwards and forwards in time to get a quasi-random number between 0 and 1, corresponding to that location at that time. Points in time and space that are close to each other often have similar values.", + "hexcasting.spell.hexical:perlin": "Perlin Distillation", + "hexical.page.perlin.summary": "Measures the concentration of ambient at that point in space and time, normalized between 0 and 1.", + + "hexical.page.special_raycasts.title": "Special Raycasts", + "hexcasting.spell.hexical:fluid_raycast": "Naval Distillation", + "hexical.page.fluid_raycast.summary": "Works similar to $(l:patterns/basics#hexcasting:raycast)$(action)Archer's Distillation$() but targets only liquids, piercing through all other blocks.", + "hexcasting.spell.hexical:fluid_surface_raycast": "Lilypad Distillation", + "hexical.page.fluid_surface_raycast.summary": "Works similar to $(l:patterns/basics#hexcasting:raycast/axis)$(action)Architect's Distillation$() but targets only liquids, piercing through all other blocks.", + "hexcasting.spell.hexical:piercing_raycast": "Railgun Exaltation", + "hexical.page.piercing_raycast.summary": "Works similar to $(l:patterns/basics#hexcasting:raycast)$(action)Archer's Distillation$() but accepts an additional identifier. It will pierce all blocks until it hits the block specified by the identifier.", + "hexcasting.spell.hexical:piercing_surface_raycast": "Laser Exaltation", + "hexical.page.piercing_surface_raycast.summary": "Works similar to $(l:patterns/basics#hexcasting:raycast/axis)$(action)Architect's Distillation$() but accepts an additional identifier. It will pierce all blocks until it hits the block specified by the identifier.", + + "hexical.page.telepathy.title": "Telepathy", + "hexical.page.telepathy": "_Media is the energy of thought and consequently, it can interact with thoughts as well. Unfortunately or perhaps fortunately for me, the minds of players 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 and write thoughts.", + "hexcasting.spell.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 long I have been holding down the telepathy key, or -1 if I am not holding it.", + "hexcasting.spell.hexical:send_telepathy": "Send Thought", + "hexical.page.send_telepathy.summary": "Momentarily displays the iota above my hotbar. If cast repeatedly, each cast overwrites the previous message instantly.", + "hexcasting.spell.hexical:shout_telepathy": "Shout Thought", + "hexical.page.shout_telepathy.summary": "Displays a iota across my screen. It obstructs my vision and takes some time to fade in, so I shall only use it sparingly.", + "hexcasting.spell.hexical:pling": "Hallucinate Pling", + "hexical.page.pling.summary": "Causes me to hear a pling that is inaudible to other players.", + "hexcasting.spell.hexical:click": "Hallucinate Click", + "hexical.page.click.summary": "Causes me to hear a click that is inaudible to other players.", + "hexcasting.spell.hexical:moving_up": "Charge Reflection", + "hexical.page.moving_up.summary": "Pushes how long I've been intending to move forwards, or -1 if I am not pressing the forwards key.", + "hexcasting.spell.hexical:moving_down": "Retreat Reflection", + "hexical.page.moving_down.summary": "Pushes how long I've been intending to move backwards, or -1 if I am not pressing the backwards key.", + "hexcasting.spell.hexical:moving_left": "Dodge Reflection", + "hexical.page.moving_left.summary": "Pushes how long I've been intending to move leftwards, or -1. Can be easily differentiated from Evade Reflection because d comes to the left of e.", + "hexcasting.spell.hexical:moving_right": "Evade Reflection", + "hexical.page.moving_right.summary": "Pushes how long I've been intending to move rightwards, or -1. Can be easily differentiated from Dodge Reflection because e comes to the right of d.", + "hexcasting.spell.hexical:jumping": "Leaping Reflection", + "hexical.page.jumping.summary": "Pushes how long I've been intending to jump, or -1 if I am not pressing the jump key.", + + "hexical.page.soroban.title": "Soroban Patterns", + "hexical.page.soroban.0": "These patterns manipulate an imaginary counter. I shall find them useful when my $(l:patterns/readwrite#hexcasting:local)Ravenmind$() is occupied or overkill, for example to count iterations in a $(l:patterns/meta#hexcasting:for_each)$(action)Thoth's$() loop. Some ancient scraps recommend its use for some sort of $(o)recursive depth$().$(br2)I shall also note that they don't work properly when drawn by themselves with my staff. It seems memory is maintained only for an instant.", + "hexcasting.spell.hexical:soroban_increment": "Soroban Reflection", + "hexical.page.soroban_increment.summary": "Pushes the current soroban counter and then increases it.", + "hexcasting.spell.hexical:soroban_decrement": "Soroban Reflection II", + "hexical.page.soroban_decrement.summary": "Pushes the current soroban counter and then decreases it.", + "hexcasting.spell.hexical:soroban_reset": "Soroban Gambit", + "hexical.page.soroban_reset.summary": "Resets the soroban counter.", + + "hexical.page.metas.title": "Hexical Metaevals", + "hexcasting.spell.hexical:janus": "Janus' Gambit", + "hexical.page.janus.0": "Instantly terminates the _Hex regardless of current circumstances, breaking even through $(l:patterns/meta#hexcasting:for_each)$(action)Thoth's$() and $(l:patterns/meta#hexcasting:eval)$(action)Hermes' Gambit$() unlike $(l:patterns/meta#hexcasting:halt)$(action)Charon's Gambit$().", + "hexical.page.janus.1": "It's useful to end a _Hex early once it has reached some desired state, without the difficulty of using $(l:patterns/meta#hexcasting:halt)$(action)Charon's Gambit$() because $(l:hexical:patterns/metaevals#hexical:janus)$(action)Janus'$() can bypass the \"containment\" of $(l:patterns/meta#hexcasting:eval)$(action)Hermes'$() and $(l:patterns/meta#hexcasting:for_each)$(action)Thoth's$().$(br2)$(o)It is always important to know when something has reached its end.$()", + "hexcasting.spell.hexical:nephthys": "Nephthys' Gambit", + "hexical.page.nephthys.0": "Pops a pattern or pattern list and dives down an amount corresponding to the tail length to cast the pattern list. Useful for surgery-like operations.", + "hexical.page.nephthys.1": "It's extremely versatile and I can mend almost any error in my stack using $(l:patterns/stackmanip#hexcasting:mask)$(action)Bookkeeper's Gambit$(), pushing iota after a dive, and transforming surfaced iota. It was named after a goddess of mourning and rivers, lending to how it buries/dives down into the stack.$(br2)$(o)... the unknowns of time travel... is akin to descending blindly into the depths of the freezing water and reappearing as an acorn.$()", + "hexcasting.spell.hexical:sekhmet": "Sekhmet's Gambit", + "hexical.page.sekhmet.0": "Voids the entire stack except for the top n iota, determined by tail length. In the examples above, zero, one, and two iota are left untouched respectively. $(o)Not$() a meta-evaluation on its own.", + "hexical.page.sekhmet.1": "This simple gambit can be accomplished via $(l:patterns/stackmanip#hexcasting:stack_len)$(action)Flock's Reflection$(), $(l:patterns/lists#hexcasting:last_n_list)$(action)Flock's Gambit$(), $(l:patterns/lists#hexcasting:slice)$(action)Selection Exaltation$(), and $(l:patterns/lists#hexcasting:splat)$(action)Flock's Disintegration$() but this serves as a handy short pattern for clearing up my stack. It also pairs extremely well with Thoth's Gambit, letting me clean up the pseudo-stack should I want to only operate on and return first few iota.$(br2)$(o)Everything is possible, but not everything is necessary.$()", + "hexcasting.spell.hexical:atalanta": "Atalanta's Gambit", + "hexical.page.atalanta.0": "Should only be run inside $(l:patterns/meta#hexcasting:for_each)$(action)Thoth's$() or $(l:hexical:patterns/metaevals#hexical:sisyphus)$(action)Sisyphus' Gambit$(). Acts similarly to $(l:patterns/meta#hexcasting:halt)$(action)Charon's Gambit$() except does not end the iterator, only skips the rest of the current iteration.", + "hexical.page.atalanta.1": "This pattern can be useful to implement \"guard clauses\" for multiconditional loops. For example, after getting a list of entities, you may want to only target entities based on some large list of conditions. Rather than a mess of deeply nested conditionals, you can simply $(o)continue$() to the next iteration if any of the conditions fail, skipping the action.$(br2)$(o)You shall not pass!$()", + "hexcasting.spell.hexical:castor": "Castor's Gambit", + "hexical.page.castor.0": "Should only be run within a $(l:patterns/meta#hexcasting:for_each)$(action)Thoth's$(). Details on the next page. Beware of triggering the Delve Too Deep mishap.", + "hexical.page.castor.1": "This pattern pops an iota and schedules a new iteration of $(l:patterns/meta#hexcasting:for_each)$(action)Thoth's$() to come right after the current one, with the popped iota being the top of the stack. It may be helpful to imagine it as the iota being added to the front of the list that I provided for $(l:patterns/meta#hexcasting:for_each)$(action)Thoth's$() to iterate over.$(br2)$(o)Do not go where the path may lead, go instead where there is no path... and leave a trail.$()", + "hexcasting.spell.hexical:pollux": "Pollux's Gambit", + "hexical.page.pollux.0": "Sibling pattern to $(l:hexical:patterns/metaevals#hexical:castor)$(action)Castor's Gambit$(), this pattern schedules the additional iteration for the end instead. Carries the same risk of encountering the Delve Too Deep mishap.", + "hexical.page.pollux.1": "Acts almost identically to its sibling pattern, but places the iteration at the end. I have read scrolls detailing techniques using these twin patterns called $(o)$(l:https://en.wikipedia.org/wiki/Depth-first_search)depth-first search$() and $(o)$(l:https://en.wikipedia.org/wiki/Breadth-first_search)breadth-first search$().$(br2)$(o)Explore the surface before diving deep.$()", + "hexcasting.spell.hexical:sisyphus": "Sisyphus' Gambit", + "hexical.page.sisyphus.0": "Takes a pattern list and casts it over and over forever until it encounters either a $(l:patterns/meta#hexcasting:halt)$(action)Charon's Gambit$() or a $(l:hexical:patterns/metaevals#hexical:janus)$(action)Janus' Gambit$().", + "hexical.page.sisyphus.1": "While I have heard of self-producing _Hexes called $(o)quines$() used to make infinite loops, they can be slightly unwieldy to work with. This gambit simplifies that process by just repeatedly casting a list until it runs out of evaluations or encounters a $(l:patterns/meta#hexcasting:halt)$(action)Charon's Gambit$(). The $(l:patterns/readwrite#hexcasting:local)Ravenmind$() is persisted between iterations and it always casts with the base stack.$(br2)$(o)One always finds one's burden again... One must imagine Sisyphus happy.$()", + "hexcasting.spell.hexical:themis": "Themis' Gambit", + "hexical.page.themis.0": "Takes a list and a pattern or pattern list which is used to sort the list by casting over every iota similar to $(l:patterns/meta#hexcasting:for_each)$(action)Thoth's Gambit$().", + "hexical.page.themis.1": "After each iteration, it demands a number at the top of the stack which will correspond to that iota. At the end of the gambit, a list is pushed with the iota sorted by that number in increasing order. The order of identically numbered iota are kept. If it encounters $(l:patterns/meta#hexcasting:halt)$(action)Charon's Gambit$(), it will create a sorted list with only the iota it has come across.$(br2)$(o)Shuffling is the only thing which Nature cannot undo.$()", + + "hexical.page.akashic_utils.title": "Akashic Utilities", + "hexical.page.akashic_utils.0": "I have discovered some conveniences for akashic libraries! I can right-click or $(l:hexical:patterns/spells/prestidigitation)magically interact$() with a filled akashic bookshelf to copy its iota into my stack. I can also right-click with a scroll to copy the pattern of the bookshelf onto the scroll. Finally, I have discovered patterns that can read and write directly to a bookshelf within ambit for free.", + "hexcasting.spell.hexical:key_shelf": "Librarian's Purification", + "hexical.page.key_shelf.summary": "Reads the pattern key of an akashic bookshelf within ambit. Free to cast.", + "hexcasting.spell.hexical:read_shelf": "Librarian's Purification II", + "hexical.page.read_shelf.summary": "Reads the iota from an akashic bookshelf within ambit. Free to cast.", + "hexcasting.spell.hexical:write_shelf": "Librarian's Gambit", + "hexical.page.write_shelf.summary": "Writes an iota under a pattern to an akashic bookshelf within ambit. Free to cast.", + "hexcasting.spell.hexical:clear_shelf": "Librarian's Gambit II", + "hexical.page.clear_shelf.summary": "Clears an akashic bookshelf within ambit. Free to cast.", + + "hexical.page.mage_block.title": "Mage Blocks", + "hexical.page.mage_block": "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 mage blocks come with a suite of $(o)modifiers$(). I could even stack multiple modifiers on one block or reapply a modifier to toggle it off.", + "hexcasting.spell.hexical:conjure_mage_block": "Conjure Mage Block", + "hexical.page.conjure_mage_block.summary": "Conjures a mage block at the location. Costs three dust.$(br2)$(o)I can create a city out of nothing, or I can cover it in volcanic rock.$()", + "hexcasting.spell.hexical:modify_block_bouncy": "Modify Block: Bouncy", + "hexical.page.modify_block_bouncy.summary": "This modifier makes the block delightfully fun to bounce on! It returns more force to me than regular slime blocks and I notice even if I sneak, the block bounces me regardless.", + "hexcasting.spell.hexical:modify_block_energized": "Modify Block: Energized", + "hexical.page.modify_block_energized.summary": "This modifier makes the block emit a Redstone signal, with the number corresponding to the power level of the output.", + "hexcasting.spell.hexical:modify_block_ephemeral": "Modify Block: Ephemeral", + "hexical.page.modify_block_ephemeral.summary": "This modifier takes in a number in addition to a position and shatters the block after many twentieths of a second. Subsequent casts can lengthen or shorten the duration.", + "hexcasting.spell.hexical:modify_block_invisible": "Modify Block: Invisible", + "hexical.page.modify_block_invisible.summary": "This modifier prevents the block from emitting the telltale particles that accompany my casting, even when being stood on.", + "hexcasting.spell.hexical:modify_block_replaceable": "Modify Block: Replaceable", + "hexical.page.modify_block_replaceable.summary": "This modifier is useful for construction! With this modifier applied, I find I can easily place another block in the place of the mage block.", + "hexcasting.spell.hexical:modify_block_semipermeable": "Modify Block: Semi-Permeable", + "hexical.page.modify_block_semipermeable.summary": "This modifier makes the block semi-permeable, only allowing the last caster of it to pass through while all other entities can not.", + "hexcasting.spell.hexical:modify_block_volatile": "Modify Block: Volatile", + "hexical.page.modify_block_volatile.summary": "This modifier makes the block break other mage blocks it's touching. Notably, if it breaks another volatile block, that block breaks and so on until every volatile block shatters.", + + "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 null but getting the dye of undyed terracotta returns $(thing)uncolored$(), which I can use to \"bleach\" dyeable blocks.", + "hexcasting.spell.hexical:get_dye": "Chromatic Purification", + "hexical.page.get_dye.summary": "Gets the dye of a block, entity, or item identifier.", + "hexcasting.spell.hexical:dye": "Dye", + "hexical.page.dye.summary": "Dyes a dyeable block or entity. Costs an eighth of a 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.spell.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 dyes with patterns, I can also manipulate pigments. I can even store multiple of them and have my hexes randomly choose one to give me for example.", + "hexcasting.spell.hexical:to_pigment": "Pigment Purification", + "hexical.page.to_pigment.summary": "Takes a colored dye iota and transforms it into a pigment, takes a player and returns their pigment, or takes an item containing a pigment and returns its pigment.", + "hexcasting.spell.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.spell.hexical:take_on_pigment": "Internalize Pigment II", + "hexical.page.take_on_pigment.summary": "Takes a pigment iota and internalizes it for an eighth of a dust.", + + "hexcasting.spell.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 decent knockback. Costs one 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 conjuration location is quite esoteric: no wonder most users stick to conjuring it in front of them. The basic gist is a vector, where my head's position is the origin, my facing is the Z+ axis, 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.", + + "hexcasting.spell.hexical:prestidigitation": "Prestidigitation", + "hexical.page.prestidigitation.summary": "Causes a small magical effect on the block or entity, usually not too distinct from the original nature or function of the block or entity. Costs 1/10th dust.", + "hexical.page.prestidigitation.0": "This spell differs from all others I've seen. Rather than a single specific effect, this spell seems to combine dozens of small effects into a single spell. It targets a vast array of blocks and entities, and I am constantly finding uses for it. I have documented them on the following pages.", + "hexcasting.spell.hexical:can_prestidigitate": "Alteration Purification", + "hexical.page.can_prestidigitate.summary": "Pushes whether an entity or location is able to be manipulated with Prestidigitation.", + "hexical.page.prestidigitation.1": "I've compiled all of its recorded uses from my notes: opens and close fence gates, trapdoors, and doors of all materials; flicks levers and presses buttons; holds down and releases pressure plates; extinguishes fire and soul fire; lights and extinguishes candles and campfires; rings bells; strips wood; carves pumpkins; makes a note block play its sound; triggers dispensers and droppers; dries mud into clay; turns most soil blocks into path blocks and path blocks into tilled soil...", + "hexical.page.prestidigitation.2": "toggles Redstone lamps; drain cauldrons; modifies the state of Redstone repeaters, comparators, and daylight sensors, ignites and deprimes TNT and creepers; shear sheep; give and take arms from armor stands; makes squid squirt ink; makes pandas sneeze; removes the helmet of a snow golem; make pufferfish instantly swell up; take honeycomb from beehives and nests, and activates some kind of \"great work\" whatever that is.", + + "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. Wristpocketed items stay with me even after death and I can recall them once I have a $(l:items/staff)staff$() again.$(br2)$(o)Because making something disappear isn't enough; you have to bring it back.$()", + "hexcasting.spell.hexical:wristpocket": "Wristpocket", + "hexical.page.wristpocket.summary": "This spell vanishes the stack of items in my other hand, or conjures it back, swapping if my other hand is holding something. Costs 1/8th of a dust.", + "hexcasting.spell.hexical:wristpocket_item": "Pocket Reflection", + "hexical.page.wristpocket_item.summary": "Returns the identifier of the item in my wristpocket, or null if it is empty.", + "hexcasting.spell.hexical:wristpocket_count": "Pocket Reflection II", + "hexical.page.wristpocket_count.summary": "Returns how many items I have in my wristpocket, or 0 if it is empty.", + "hexcasting.spell.hexical:sleight": "Sleight", + "hexical.page.sleight.summary": "Performs an act of magical sleight of hand to steal items into my wristpocket or expel my wristpocket back into the world. Costs 1/4th of a dust.", + "hexical.page.sleight.0": "- if taking a vector, it conjures my wristpocketed item at that vector.$(br)-if taking an item entity, if my wristpocket is empty, it is pulled into my wristpocket. If my wristpocket is not empty, the items are swapped.$(br2)$(o)If your sleight of hand causes you to break eye contact with your audience, it is too advanced for your skill level.$()", + "hexcasting.spell.hexical:mage_hand": "Mage Hand", + "hexical.page.mage_hand.summary": "Conjures a magical hand that uses my wristpocketed item to interact with the world. If my wristpocket is empty, acts as though I had interacted with the world.", + "hexical.page.mage_hand.0": "- if taking an entity, interacts with the entity with the item.$(br)- if taking a vector, interacts with the block with the item.$(br2)$(o)A spectral, floating hand appears at a point you choose within range.$()", + "hexcasting.spell.hexical:ingest": "Assimilate Food", + "hexical.page.ingest.summary": "This spell makes me eat my wristpocketed item, nourishing or applying potions to me. Regardless of the item's time to eat or if I'm full, this spell makes me consume it instantly.", + + "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.spell.hexical:conjure_speck": "Conjure Speck", + "hexical.page.conjure_speck.summary": "Conjures a speck with the iota, position, and rotation. Costs one-hundredth of a dust. Pushes the speck iota to the stack.", + "hexcasting.spell.hexical:move_specklike": "Move Speck", + "hexical.page.move_specklike.summary": "Moves a speck entity to the position.", + "hexcasting.spell.hexical:rotate_specklike": "Rotate Speck", + "hexical.page.rotate_specklike.summary": "Rotates a speck entity to face the vector.", + "hexcasting.spell.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.spell.hexical:iota_speck": "Alter Speck", + "hexical.page.iota_speck.summary": "Changes the speck's iota.", + "hexcasting.spell.hexical:lifetime_specklike": "Time Speck", + "hexical.page.lifetime_specklike.summary": "Commands the speck to disappear after that many twentieths of a second.", + "hexcasting.spell.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.spell.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.spell.hexical:pigment_specklike": "Paint Speck", + "hexical.page.pigment_specklike.summary": "Splashes a pigment iota onto the speck, changing its color after creation.", + "hexcasting.spell.hexical:kill_specklike": "Dismiss Speck", + "hexical.page.kill_specklike.summary": "Forces a speck to disappear.", + "hexcasting.spell.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.simple_spells.title": "Hexical Spells", + "hexcasting.spell.hexical:autograph": "Autograph", + "hexical.page.autograph.summary": "Permanently autographs the item in my offhand with my name and pigment. Costs nothing.", + "hexical.page.autograph.description": "An autographed item holds a list of the names people who have casted this spell on it, in order and in shimmering pigmented text. It becomes unstackable with unautographed items, even of the same type, and the same person can sign it multiple times. It may be used as a secure method of ensuring an item was approved of by a person.$(br2)$(o)Success is when your signature becomes an autograph.$()", + "hexcasting.spell.hexical:conjure_hexburst": "Conjure Hexburst", + "hexical.page.conjure_hexburst.summary": "Conjures a hexburst at the location with the given iota. Costs one dust. Is subject to the Transgress Others mishap.", + "hexical.page.conjure_hexburst.description": "Hexbursts are edible items created by taking an iota and wrapping _media around it, over and over until it gains size. When eaten, a hexburst instantly adds the iota it was made from to the consumer's stack. I shall find this property considerably useful if I ever want to trade my entity reference.", + "hexcasting.spell.hexical:conjure_hextito": "Conjure Hextito", + "hexical.page.conjure_hextito.summary": "Conjures a hextito at the location. Costs two dust. Is subject to the Transgress Others mishap.", + "hexical.page.conjure_hextito.description": "Hextitos are triangular crunchy snacks I can conjure. When consumed, I feel the sudden desire to cast the _Hex used in its creation, using my caster's stack rather than an isolated stack like a regular $(l:items/hexcasting)$(item)casting device$(). I shall find it useful to make simple actions like raycasts, especially in conjunction with hexbursts. If a consumer's stack has an unclosed Introspection, it will not cast, making it quite safe to hand out to other people.", + "hexcasting.spell.hexical:ghast_fireball": "Conjure Fireball", + "hexical.page.ghast_fireball.summary": "Conjures an explosive fireball that can be punched and damages blocks. Costs three dust.", + "hexical.page.ghast_fireball.description": "The conjured fireball simply hangs in the air. It must be propelled via punching it or $(l:patterns/spells/basic#hexcasting:add_motion)$(action)Impulse$(). It can also be deflected via similar methods.$(br2)$(o)What's the good of having mastery over cosmic balance and knowing the secrets of fate if you can't blow something up?$()", + "hexcasting.spell.hexical:gasp": "Gasp", + "hexical.page.gasp.summary": "Instantly replenishes a creature's air bubbles, always costs one dust.", + "hexical.page.gasp.description": "Regardless of amount of breath restored, this spell costs exactly one dust so I should ideally 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.spell.hexical:chorus_blink": "Chorus Blink", + "hexical.page.chorus_blink.summary": "Between $(l:patterns/spells/basic#hexcasting:blink)$(action)Blink$(), $(l:patterns/great_spells/teleport)$(action)Greater Teleport$(), $(item)ender pearls$(), and $(item)chorus fruit$(), this spell serves a harmonious midpoint for safe, precise, and cheap teleportation.", + "hexical.page.chorus_blink.description": "It consumes a $(item)chorus fruit$() from my inventory and teleports me up to 16 blocks using an offset vector. The cost is a single dust whether I teleport the full 16 blocks or less, and has no penalty for multiple casts in one hex. Ambit works strangely with repeated casts of this spell because each $(o)blink$() shifts my ambit to my new position.$(br2)$(o)I could be there in a heartbeat.$()", + + "hexical.page.conjure_compass.title": "Conjure Compasses", + "hexcasting.spell.hexical:conjure_compass": "Conjure Compass", + "hexical.page.conjure_compass.summary": "Conjures a compass at the location pointing towards the second vector. Costs three dust.", + "hexical.page.conjure_compass.description": "The compass does not remember the dimension it was formed in, so regardless of dimension, it points towards the same location. If read with Scribe's Reflection, it returns a unit vector pointing towards the location inside it.$(br2)$(o)Aye, the compass doesn't point North. But we're not trying to find North, are we?$()", + + "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.spell.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 one shard.", + "hexical.page.spike.1": "Each spike takes about a half second to strike and deal a hefty three full hearts of damage. If I attempt to cast this spell where a spike has already been primed, it will do nothing. Spikes will also throw back targets in the direction they were conjured.", + + "hexical.page.conjure_staff.title": "Conjure Staves", + "hexical.page.conjure_staff.0": "Conjured staves are not unlike $(l:items/hexcasting)$(item)cyphers$(). They have a battery for casting and when they run out, unable to consume my health or my inventory's stash for _media. They are not rechargable or reprogrammable, and using $(l:patterns/spells/hexcasting#hexcasting:erase)$(action)Erase Item$() on it simply destroys it. However, its true power is $(o)input interception$().", + "hexcasting.spell.hexical:conjure_staff": "Conjure Staff", + "hexical.page.conjure_staff.summary": "Conjures a $(item)staff$() at the location with the amount of _media, rank, and _Hex respectively.$(br2)$(o)This is my $(l)staff$()$(o). There are many like it, but this one is mine.$()", + "hexical.page.conjure_staff.1": "When I use my primary or secondary use keys while holding a $(item)conjured staff$(), it intercepts my click, preventing me from interacting with the world while holding it. After a number of clicks corresponding to the rank I assigned at conjuration, it casts the _Hex I gave it, starting the stack with false and true, corresponding to the left and right clicks respectively. If I pause for too long between clicks, it simply cancels the current \"cast\".", + "hexical.page.conjure_staff.2": "The spell is not too expensive, requiring only an amethyst shard and the _media for the battery. The result is a speedy and versatile $(l:items/hexcasting)$(item)casting device$(), with infinitely more possibilities and no cooldown compared to other $(l:items/hexcasting)$(item)casting devices$().$(br2)Not only that, conjured staves feature an iota storage that can only be edited from the staff itself.", + "hexcasting.spell.hexical:read_staff": "Staff Reflection", + "hexical.page.read_staff.summary": "Reads the iota from the $(item)conjured staff's$() inner storage.", + "hexcasting.spell.hexical:write_staff": "Staff Gambit", + "hexical.page.write_staff.summary": "Writes an iota to the $(item)conjured staff's$() inner storage. Does not allow player references.", + "hexcasting.spell.hexical:with_conjured_staff": "Wand Reflection", + "hexical.page.with_conjured_staff.summary": "Pushes whether this _Hex is currently being cast by a conjured staff.", + "hexical.page.conjure_staff.3": "By holding certain items in my offhand while conjuring a $(item)conjured staff$(), the $(item)staff$() will take on a similar appearance to that item. The items and their corresponding transformations that I have discovered so far are wheat (a four-leafed clover), nautilus shells (a conch), bells (a handbell), tripwire hooks (a key), and glass blocks (a mirror).", + + "hexical.page.pyrotechnics.title": "Pyrotechnics", + "hexical.page.pyrotechnics.0": "I have stumbled across some spells all about conjuring fireworks. 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.$()", + "hexcasting.spell.hexical:simulate_firework": "Simulate Firework", + "hexical.page.simulate_firework.summary": "Analyzes the firework star in my other hand and conjures a firework, with position, velocity, and flight time related to gunpowder amount. Costs one shard plus one dust for each additional gunpowder.", + "hexcasting.spell.hexical:conjure_firework": "Conjure Firework", + "hexical.page.conjure_firework.summary": "$(br)Conjures a firework of my exact specifications. It is one of the most complex spells I've discovered. Costs the same as the other firework spell.", + "hexical.page.conjure_firework.0": "$(o)Basic Theory$()$(br2)The first two parameters of the spell are simple position and velocity. The third parameter dictates flight duration, a number from 1 to 3. I can imagine it as being the amount of gunpowder I would add to a firework rocket.$(br2)The remaining parameters can be imagined as specifications for a virtual firework star.", + "hexical.page.conjure_firework.1": "$(o)Shape$()$(br2)The fourth parameter controls the shape of the explosion, based off a number 0 to 3.$(br)- 0 is a simple, small ball-shaped explosion.$(br)- 1 is a large ball-shaped explosion.$(br)- 2 is a star-shaped explosion.$(br)- 3 is a large creeper face-shaped explosion.", + "hexical.page.conjure_firework.2": "$(o)Colors$()$(br2)The fifth and sixth parameters are lists of $(l:hexical:patterns/spells/dyes)dyes$(). The first list controls the colors of the firework's initial burst, while the second controls the colors that the first particles fade into. There must be at least one dye specified for the first list, but the second list can be empty if I do not want any fades.", + "hexical.page.conjure_firework.3": "$(o)Special Effects$()$(br2)The seventh parameter controls whether the particles of the firework flicker, as if adding glowstone to the virtual firework star.$(br2)The eighth parameter controls whether the particles of the firework leave trails, as if adding a diamond to the virtual firework star.", + + "hexical.page.circle_spells.title": "Circle Spells", + "hexical.page.circle_spells.0": "When the _media courses through the boundaries of a circle, it saturates the domain inside the circle with _media, allowing me to manipulate the environment inside far more flexibly than I am used to. The following are some spells I've come across or developed, which are to only be cast by a $(l:greatwork/spellcircles)spell circle$().", + "hexcasting.spell.hexical:displace": "Displace", + "hexical.page.displace.summary": "For absolutely free, I can teleport an entity in my circle to anywhere else inside within the same circle. Unlike $(l:patterns/great_spells/teleport)$(action)Greater Teleport$(), takes in world coordinates rather than an offset.", + + "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 staff. After all, I have two chunks' worth of charged amethyst in me at my prime, double that of a $(l:items/staff)$(item)staff$(). I am not yet great enough to shift arbitrary effects into reality but I can bring it forth a prepared _Hex into existence, taking _media from my inventory.", + "hexcasting.spell.hexical:internalize_hex": "Internalize Hex", + "hexical.page.internalize_hex.summary": "Internalizes a _Hex, allowing me to cast it by holding the R key for one second even without a staff. Costs one charged amethyst for the etching process.", + "hexcasting.spell.hexical:is_evoking": "Evoker Reflection", + "hexical.page.is_evoking.summary": "Pushes how long since a player has been evoking. Is -1 if they are not currently evoking.", + "hexcasting.spell.hexical:with_evocation": "Evocation Reflection", + "hexical.page.with_evocation.summary": "Pushes whether evocation is being used to cast this pattern.", + "hexical.page.evocation.1": "The ancient texts I have learned this technique from reveals many other interesting trifles: _Hexcasters used to perform evocation without casting a _Hex, as some kind of greeting or group ritual, chanting in unison. Experiments have also been done to see if the spell could etch a _Hex into $(o)villagers$() to grant them the ability to shift _media but the results of those experiments were either never documented or have been lost to time.", + + "hexcasting.spell.hexical:greater_blink": "Greater Blink", + "hexical.page.greater_blink.0": "Greater Blink is a significantly cheaper alternative to Greater Teleport. It also does not carry the risk of splattering your items upon arrival. However, it only has pitiful range compared to Greater Teleport and its destination calculations are... esoteric. I also can not specify a target other than myself.", + "hexical.page.greater_blink.summary": "Teleports me up to 128 blocks away, relative to my position and rotation. Costs two dust.", + "hexical.page.greater_blink.1": "A vector of (0, 0, 1) would teleport me one block in the direction I'm facing. A vector of (0, 1, 0) would teleport me one block \"up\" in the direction of 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.", + "hexical.page.greater_blink.2": "Peculiarly, it moves my feet to the location, perhaps could be helpful to make a raycast simply teleport me right onto the target block rather than submerged into the floor. If I have to do multiple jumps, this property must be accounted for.$(br2)$(o)Long Jaunt! Longer than you think-$()", + + "hexical.page.meshes.title": "Meshes", + "hexical.page.meshes.0": "Meshes are the natural evolution of $(l:hexical:patterns/spells/specks)specks$(). Rather than being restricted to the figure of iotas and patterns, stuck in 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.spell.hexical:conjure_mesh": "Conjure Mesh", + "hexical.page.conjure_mesh.summary": "Conjures a mesh with the location and leaves a mesh entity on the stack. Cost one dust.", + "hexical.page.meshes.1": "The mesh must be woven to have any appearance. 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, defined by the relative offset, to each other.", + "hexcasting.spell.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 for free.", + "hexcasting.spell.hexical:read_mesh": "Tangle Purification", + "hexical.page.read_mesh.summary": "Reads the shape of a mesh as a list of relative vectors. Can be used to copy meshes.", + + "hexical.category.scrying": "Scrying", + "hexical.category.scrying.desc": "I have stumbled upon a branch of manipulating _media entirely focused around information about the world. These patterns can divine a surprising amount of information like types of blocks, status effects, the weather, the nutritional value of food, whether I am sprinting, $(o)block explosion resistance$(), and more. While likely not too useful for the majority of _Hexes, these will be convenient to have, should I ever need them.", + + "hexical.page.blocks.title": "Blocks", + "hexcasting.spell.hexical:block_hardness": "Miner's Purification", + "hexical.page.block_hardness.summary": "Pushes how difficult blocks of that block type are to mine.", + "hexcasting.spell.hexical:block_blast_resistance": "Demoman's Purification", + "hexical.page.block_blast_resistance.summary": "Pushes how resistant blocks of that block type are to explosions.", + "hexcasting.spell.hexical:blockstate_waterlogged": "Plumber's Purification", + "hexical.page.blockstate_waterlogged.summary": "Pushes whether the block is waterlogged, or null if the block can not be waterlogged.", + "hexcasting.spell.hexical:blockstate_rotation": "Orientation Purification", + "hexical.page.blockstate_rotation.summary": "Pushes the vector of the block's facing direction, or null if the block does not have a facing direction.", + "hexcasting.spell.hexical:blockstate_crop": "Farmer's Purification", + "hexical.page.blockstate_crop.summary": "Pushes a number 0 to 1, corresponding to how grown that crop is, as well as beehives, composters, and cauldrons. Strangely works on cakes too.", + "hexcasting.spell.hexical:blockstate_glow": "Glowing Purification", + "hexical.page.blockstate_glow.summary": "Pushes a boolean for whether the block is in a \"lit\" state, for example furnaces, Redstone torches, lamps, and campfires.", + "hexcasting.spell.hexical:blockstate_lock": "Lock Purification", + "hexical.page.blockstate_lock.summary": "Pushes a boolean for whether the block is currently in a \"open\" state, for example doors, trapdoors, fence gates, and open barrels.", + "hexcasting.spell.hexical:blockstate_turn": "Angle Purification", + "hexical.page.blockstate_turn.summary": "Pushes a number corresponding to the rotation of signs, skulls, and banners.", + "hexcasting.spell.hexical:blockstate_bunch": "Bunching Purification", + "hexical.page.blockstate_bunch.summary": "Pushes how many are in a bunch block, or null otherwise. Useful only for candles, sea pickles, and turtle eggs.", + "hexcasting.spell.hexical:blockstate_book": "Book Purification", + "hexical.page.blockstate_book.summary": "Pushes a boolean for whether lecterns or jukeboxes have a book/music disc in them respectively. Rumors say it works for some kind of magic bookshelf too.", + + "hexical.page.enchantments.title": "Enchantments", + "hexcasting.spell.hexical:get_enchantments": "Thaumaturgist's Purification", + "hexical.page.get_enchantments.summary": "Gets a list of enchantments the item has.", + "hexcasting.spell.hexical:get_enchantment_strength": "Charm Distillation", + "hexical.page.get_enchantment_strength.summary": "Gets the strength of the specific enchantment on the item.", + + "hexical.page.entities.title": "Entities", + "hexcasting.spell.hexical:get_health": "Vitality Purification", + "hexical.page.get_health.summary": "Pushes how close an entity is to death. I can think of these in terms of half-hearts.", + "hexcasting.spell.hexical:get_max_health": "Fitness Purification", + "hexical.page.get_max_health.summary": "Pushes how much health an entity can have at its prime. I can think of these in terms of half-hearts.", + "hexcasting.spell.hexical:get_air": "Suffocation Purification", + "hexical.page.get_air.summary": "Pushes how many seconds before an entity starts to suffocate. This applies to fish out of water as well as land creatures in water.", + "hexcasting.spell.hexical:get_max_air": "Lung Purification", + "hexical.page.get_max_air.summary": "Pushes how many seconds an entity can last outside their normal breathing environment before they start suffocating.", + "hexcasting.spell.hexical:get_player_hunger": "Hunger Purification", + "hexical.page.get_player_hunger.summary": "Pushes how full a player is. I can imagine this as individual hunger hunches.", + "hexcasting.spell.hexical:get_player_saturation": "Stamina Purification", + "hexical.page.get_player_saturation.summary": "Pushes my saturation, which roughly correlates to how long the player will remain full.", + "hexcasting.spell.hexical:is_burning": "Inferno Purification", + "hexical.page.is_burning.summary": "Pushes whether the entity is burning. Also applies to entities that are visually on fire, even if they are immune to fire like blazes attacking.", + "hexcasting.spell.hexical:burning_time": "Inferno Purification II", + "hexical.page.burning_time.summary": "Pushes how long in seconds the entity will continue burning if not put out.", + "hexcasting.spell.hexical:is_wet": "Enderman's Purification", + "hexical.page.is_wet.summary": "Pushes whether the entity is touching rain, water, or in a bubble column.", + "hexcasting.spell.hexical:is_baby": "Youth Purification", + "hexical.page.is_baby.summary": "Pushes whether a living creature is in its baby form. Also works on armor stands oddly.", + "hexcasting.spell.hexical:breedable": "Reproduction Purification", + "hexical.page.breedable.summary": "Pushes whether an animal creature is in love and ready to mate, or null if that creature is not capable of that type of reproduction.", + "hexcasting.spell.hexical:is_sleeping": "Sloth's Purification", + "hexical.page.is_sleeping.summary": "Pushes whether the entity is sleeping. Applies to players, cats, foxes, and a variety of other creatures.", + "hexcasting.spell.hexical:is_sprinting": "Racer's Purification", + "hexical.page.is_sprinting.summary": "Pushes whether the entity is sprinting. Includes if I am swimming or if I have left the ground since sprinting and extends to cats, foxes, and more.", + + "hexical.page.food.title": "Food", + "hexcasting.spell.hexical:edible": "Edibility Purification", + "hexical.page.edible.summary": "Takes in an item identifier and pushes whether you can eat it.", + "hexcasting.spell.hexical:get_hunger": "Calorie Purification", + "hexical.page.get_hunger.summary": "Takes in an item identifier and pushes the amount it will fill you.", + "hexcasting.spell.hexical:get_saturation": "Satiation Purification", + "hexical.page.get_saturation.summary": "Takes in an item identifier and pushes the saturation value, which roughly affects how long it will fill you.", + "hexcasting.spell.hexical:is_meat": "Flesh Purification", + "hexical.page.is_meat.summary": "Takes in an item identifier and pushes whether it's considered a meat (wolves can eat it).", + "hexcasting.spell.hexical:is_snack": "Dessert Purification", + "hexical.page.is_snack.summary": "Takes in an item identifier and pushes whether it's a snack (you can eat it really quickly).", + + "hexical.page.identifiers.title": "Identifiers", + "hexical.page.identifiers.0": "My _Hexes has so far been quite blind to the world. I can get a creature's height, velocity, and more but I can't directly identify that entity. Nature's solution to the problem is the $(o)identifier iota$(). Every entity, block, status effect, enchantment, sound, etc... has a unique identifier that my _Hexes can identify. Once I have two identifiers, I can compare them with each other.", + "hexcasting.spell.hexical:identify": "Detective's Purification", + "hexical.page.identify.summary": "Pushes the identifier of an entity or block at a vector.", + "hexical.page.identifiers.1": "I notice that if I were to use Detective's Purification on an item, it returns that it's an item entity, but if I were to use Recognizer's Purification on that same entity, it would return the type of item. This type of item matches with a block identifier returned by Detective's Purification. I can imagine Recognizer's as returning $(o)additional$() information if possible.", + "hexcasting.spell.hexical:recognize": "Recognizer's Purification", + "hexical.page.recognize.summary": "Pushes extra identifier information of an entity, mainly the item type of an item entity or the item type inside an item frame entity.", + "hexcasting.spell.hexical:get_mainhand_stack": "Tool Purification", + "hexical.page.get_mainhand_stack.summary": "Returns the type of item in my mainhand.", + "hexcasting.spell.hexical:get_offhand_stack": "Accessory Purification", + "hexical.page.get_offhand_stack.summary": "Returns the type of item in my offhand.", + + "hexical.page.item.title": "Items", + "hexcasting.spell.hexical:count_stack": "Storage Purification", + "hexical.page.count_stack.summary": "Takes in an item entity and pushes how many items are in it.", + "hexcasting.spell.hexical:count_max_stack": "Warehouse Purification", + "hexical.page.count_max_stack.summary": "Takes in an item entity and pushes how many items that can stack in it.", + "hexcasting.spell.hexical:damage_stack": "Deterioration Purification", + "hexical.page.damage_stack.summary": "Takes in an item entity and pushes how much damage the item has sustained.", + "hexcasting.spell.hexical:damage_max_stack": "Fragility Purification", + "hexical.page.damage_max_stack.summary": "Takes in an item entity and pushes how much durability the item can have at its peak.", + + "hexical.page.status_effects.title": "Status Effects", + "hexcasting.spell.hexical:get_effects_entity": "Diagnosis Purification", + "hexical.page.get_effects_entity.summary": "Pushes a list of status effects the entity is afflicted with.", + "hexcasting.spell.hexical:get_effects_item": "Prescription Purification", + "hexical.page.get_effects_item.summary": "Pushes a list of status effects the food or potion will bestow.", + "hexcasting.spell.hexical:get_effect_category": "Condition Purification", + "hexical.page.get_effect_category.summary": "Pushes the general \"goodness\" of the effect towards the afflicted. -1 for harmful, 0 for neutral, and 1 for beneficial.", + "hexcasting.spell.hexical:get_effect_amplifier": "Concentration Distillation", + "hexical.page.get_effect_amplifier.summary": "Pushes the potency of the specific effect acting on the entity or null if the entity doesn't have it.", + "hexcasting.spell.hexical:get_effect_duration": "Clearance Distillation", + "hexical.page.get_effect_duration.summary": "Pushes how long the effect will last in seconds or null if the entity doesn't have it.", + + "hexical.page.world.title": "World", + "hexcasting.spell.hexical:get_light": "Luminance Purification", + "hexical.page.get_light.summary": "Pushes the light level at the position as a number 0 to 15. If inside a nontransparent block, it returns zero.", + "hexcasting.spell.hexical:get_weather": "Meterologist's Reflection", + "hexical.page.get_weather.summary": "Pushes a number corresponding to the weather. 0 for clear, 1 for rain, and 2 for thundering.", + "hexcasting.spell.hexical:get_time": "Temporal Reflection", + "hexical.page.get_time.summary": "Pushes the age of the world in seconds.", + "hexcasting.spell.hexical:get_biome": "Geographical Purification", + "hexical.page.get_biome.summary": "Pushes the identifier of the biome type that the vector is within.", + "hexcasting.spell.hexical:get_dimension": "Plane Reflection", + "hexical.page.get_dimension.summary": "Pushes the identifier of the dimension the _Hex is being cast in." +} diff --git a/projects/1.19/assets/modrinth-hexical/hexical/lang/zh_cn.json b/projects/1.19/assets/modrinth-hexical/hexical/lang/zh_cn.json new file mode 100644 index 000000000000..07fb7d9dfea7 --- /dev/null +++ b/projects/1.19/assets/modrinth-hexical/hexical/lang/zh_cn.json @@ -0,0 +1,679 @@ +{ + "advancements.hexical.arch_lamp.title": "守护进程", + "advancements.hexical.arch_lamp.description": "获得大精灵神灯。", + + "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_genie.title": "新秩序", + "advancements.hexical.educate_genie.description": "向精灵传授新的指示。", + "advancements.hexical.lamp.title": "可造之材", + "advancements.hexical.lamp.description": "获得精灵神灯。", + "advancements.hexical.augmented_reality.title": "增强现实", + "advancements.hexical.augmented_reality.description": "构筑一个视斑。", + "advancements.hexical.diy_conjuring.title": "构筑DIY!", + "advancements.hexical.diy_conjuring.description": "为术士方块附加改进。", + "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.hallucinate.title": "只在我的脑海里", + "advancements.hexical.hallucinate.description": "播放一段只有你能听见的声音!", + "advancements.hexical.media_slurp.title": "迷幻", + "advancements.hexical.media_slurp.description": "“你觉得有些东西不太对劲。”", + + "block.hexical.hex_candle": "咒术蜡烛", + "block.hexical.mage_block": "术师方块", + "block.hexical.media_jar": "媒质罐", + "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", + "entity.hexical.living_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.telepathy": "心灵感应", + "item.hexical.arch_lamp": "大精灵神灯", + "item.hexical.conjured_compass": "构筑的指南针", + "item.hexical.conjured_staff": "构筑的法杖", + "item.hexical.grimoire": "咒典", + "item.hexical.hexburst": "咒术星爆糖", + "item.hexical.hextito": "咒力多滋", + "item.hexical.lamp": "手持式精灵神灯", + "item.hexical.gauntlet_staff": "护手法杖", + "item.hexical.lightning_rod_staff": "避雷针法杖", + "item.hexical.living_scroll_small": "小型活线卷轴", + "item.hexical.living_scroll_medium": "中型活线卷轴", + "item.hexical.living_scroll_large": "大型活线卷轴", + "itemGroup.hexical.general": "Hexical", + "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.sudden_realization": "点子:出现", + "subtitles.hexical.player_slurp": "玩家:啜饮", + "subtitles.hexical.candle_flares": "蜡烛:噼啪作响", + "subtitles.hexical.replenish_air": "空气:出现", + "tooltip.hexical.scroll_aged": "陈化", + "tooltip.hexical.scroll_glow": "发光", + "tooltip.hexical.scroll_vanished": "隐消", + "particle.minecraft.soul_7": "", + "misc.hexical.media_vision": "", + + "hexical.autograph.header": "由以下人士亲笔签名:", + + "hexical.fortune.0": "必然如此。", + "hexical.fortune.1": "绝对可以。", + "hexical.fortune.2": "毫无疑问。", + "hexical.fortune.3": "当然。", + "hexical.fortune.4": "大可放心。", + "hexical.fortune.5": "我想是的。", + "hexical.fortune.6": "很有可能。", + "hexical.fortune.7": "前景很好。", + "hexical.fortune.8": "是。", + "hexical.fortune.9": "如你所想。", + "hexical.fortune.10": "回应不太清晰,再试一次吧。", + "hexical.fortune.11": "请稍后再问。", + "hexical.fortune.12": "天机不可泄露。", + "hexical.fortune.13": "无法预测。", + "hexical.fortune.14": "集中注意力,再问一遍。", + "hexical.fortune.15": "想得美。", + "hexical.fortune.16": "我看不行。", + "hexical.fortune.17": "资料表明不行。", + "hexical.fortune.18": "前景不太好。", + "hexical.fortune.19": "很悬。", + + "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.prestidigitation": "一个对戏法敏感的方块", + "hexcasting.mishap.bad_item.grimoire": "一个咒典", + "hexcasting.mishap.bad_item.firework_star": "一个烟火之星", + "hexcasting.mishap.bad_item.has_brain": "一个能够思考的村民", + "hexcasting.mishap.bad_item.smart_villager": "一个老手或更高等级的村民", + "hexcasting.mishap.bad_item.lamp_full": "一个带有媒质的神灯", + "hexcasting.mishap.bad_item.lamp": "一个空神灯", + "hexcasting.mishap.bad_item.living_scroll": "一个活线卷轴", + "hexcasting.mishap.bad_item.prestidigitation": "一个对戏法敏感的实体", + "hexcasting.mishap.bad_item.mesh": "一个网斑", + "hexcasting.mishap.bad_item.speck": "一个视斑", + "hexcasting.mishap.bad_item.specklike": "一个类视斑实体", + "hexcasting.mishap.invalid_value.axis_vector": "一个轴向向量", + "hexcasting.mishap.invalid_value.solid_block": "一个非空气方块", + "hexcasting.mishap.invalid_value.entity_or_vector": "一个实体或向量", + "hexcasting.mishap.invalid_value.pattern_list": "一个仅由图案组成的列表", + "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.class.dye": "一个染料", + "hexcasting.mishap.invalid_value.class.identifier": "一个标识", + "hexcasting.mishap.invalid_value.class.pigment": "一个染色剂", + "hexcasting.mishap.invalid_value.true_dye": "一个有色染料", + "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.enchantment_id": "一个代表魔咒的标识", + "hexcasting.mishap.invalid_value.block_id": "一个代表方块的标识", + "hexcasting.mishap.invalid_value.item_id": "一个代表物品的标识", + "hexcasting.mishap.invalid_value.food_id": "一个代表食物物品的标识", + "hexcasting.mishap.invalid_value.status_effect_id": "一个代表状态效果的标识", + "hexcasting.mishap.invalid_value.potion_holding": "一个食物、药水、或药箭物品实体", + "hexcasting.mishap.invalid_value.identifiable": "一个可标识目标", + "hexcasting.mishap.invalid_value.integer_natural": "一个大于0的整数", + "hexcasting.mishap.invalid_value.recognizable": "一个带有额外信息的目标", + "hexcasting.mishap.invalid_value.lenient_living": "一个活体或盔甲架", + "hexcasting.mishap.invalid_value.nonempty_list": "一个非空列表", + "hexcasting.mishap.invalid_value.true_dye_list": "一个有色染料列表", + "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": "本应提供可染色目标。", + "hexcasting.mishap.hexical:inedible": "魔袋中的物品无法食用。", + "hexcasting.mishap.hexical:needs_chorus_fruit": "物品栏中需有紫颂果。", + "hexcasting.mishap.hexical:needs_conjured_staff": "本应由构筑的法杖施放。", + "hexcasting.mishap.hexical:needs_lamp": "本应由精灵神灯施放。", + "hexcasting.mishap.hexical:needs_hand_lamp": "本应由手持式精灵神灯施放。", + "hexcasting.mishap.hexical:needs_arch_lamp": "本应由大精灵神灯施放。", + "hexcasting.mishap.hexical:needs_skippable": "本应使用于西西弗斯之策略或托特之策略中。", + "hexcasting.mishap.hexical:needs_thoth": "本应使用于托特之策略中。", + "hexcasting.mishap.hexical:outside_circle": "法术超出了法术环的边界。", + "hexcasting.mishap.hexical:themis": "伪栈栈顶本应存在一个数。", + + "hexcasting.spell.book.hexical:theodolite": "经纬仪之纯化", + "hexcasting.spell.book.hexical:damage_stack": "损耗之纯化", + "hexcasting.spell.book.hexical:get_arch_lamp_position": "大精灵之精思:空间型", + "hexcasting.spell.book.hexical:get_arch_lamp_rotation": "大精灵之精思:旋转型", + "hexcasting.spell.book.hexical:get_arch_lamp_velocity": "大精灵之精思:运动型", + "hexcasting.spell.book.hexical:get_arch_lamp_use_time": "大精灵之精思:时间型", + "hexcasting.spell.book.hexical:get_arch_lamp_media": "大精灵之精思:媒质型", + "hexcasting.spell.book.hexical:get_arch_lamp_storage": "大精灵之精思:记忆型", + "hexcasting.spell.book.hexical:get_effect_amplifier": "浓度之馏化", + "hexcasting.spell.book.hexical:get_effects_item": "处方之纯化", + "hexcasting.spell.book.hexical:get_enchantments": "奇术师之纯化", + "hexcasting.spell.book.hexical:breedable": "繁衍之纯化", + "hexcasting.spell.book.hexical:get_hand_lamp_position": "精灵之精思:空间型", + "hexcasting.spell.book.hexical:get_hand_lamp_rotation": "精灵之精思:旋转型", + "hexcasting.spell.book.hexical:get_hand_lamp_velocity": "精灵之精思:运动型", + "hexcasting.spell.book.hexical:get_hand_lamp_use_time": "精灵之精思:时间型", + "hexcasting.spell.book.hexical:get_hand_lamp_media": "精灵之精思:媒质型", + "hexcasting.spell.book.hexical:get_hand_lamp_storage": "精灵之精思:记忆型", + "hexcasting.spell.book.hexical:get_biome": "地理之纯化", + "hexcasting.spell.book.hexical:get_weather": "天气学家之精思", + "hexcasting.spell.book.hexical:recognize": "识别器之纯化", + "hexcasting.spell.book.hexical:shuffle_pattern": "图案制作师之馏化", + "hexcasting.spell.book.hexical:zone_specklike": "区域之馏化:类视斑", + "hexcasting.spell.book.hexical:modify_block_bouncy": "弹性", + "hexcasting.spell.book.hexical:modify_block_energized": "激能", + "hexcasting.spell.book.hexical:modify_block_ephemeral": "消逝", + "hexcasting.spell.book.hexical:modify_block_invisible": "隐形", + "hexcasting.spell.book.hexical:modify_block_replaceable": "可替", + "hexcasting.spell.book.hexical:modify_block_semipermeable": "半透", + "hexcasting.spell.book.hexical:modify_block_volatile": "失稳", + "hexcasting.spell.book.hexical:read_shelf": "图书管理员之纯化,第二型", + + "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$(o)友好$()……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。$(media)媒质$()本身也变得更可塑、更$(o)可操纵$(),产生更为精确精细的媒质效果已不是难事。", + "hexical.page.hexical_changes.1": "我的工具也更顺手了。我注意到,使用$(l:items/staff)$(item)法杖$()时耗费的注意力减少了,我也能在使用时四处走动;之后射线追踪的时候目标就再也跑不出我的视线范围了。不过我也不能太过放松,自然对我失误的惩罚力度依然如旧。我现在还可以用$(l:patterns/readwrite#hexcasting:write)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$()了!", + "hexical.page.gauntlet_staff.0": "法杖很重,拿着也不趁手。如果对其失去了兴趣,可以换成这个护手一样的“$(l:items/staff)$(item)法杖$()”,以此亲手感知、亲手操控媒质。", + "hexical.page.gauntlet_staff.1": "$(o)等等,手指是什么东西?$()", + + "hexical.page.grimoire.title": "咒典", + "hexical.page.grimoire.0": "以充能紫水晶和$(l:items/edified)$(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": "在物品栏中放有$(item)咒典$(),再通过$(l:items/staff)$(item)法杖$()绘制其中与图案列表关联的$(l:patterns/patterns_as_iotas)图案$(),该图案会$(o)扩展$()成对应列表,同时发出一阵微弱的$(hex)咒术$()施放声。如此就为繁重的咒术(比如射线追踪曼怛罗和大型图案)创建了捷径。$(item)咒典$()甚至能截获自然提供的图案,可以完全覆写,也可加入额外功能。$(br2)$(o)要是想读一本还没写出来的书,那就亲自去写。$()", + "hexcasting.spell.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.spell.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.spell.hexical:index_grimoire": "档案员之精思", + "hexical.page.index_grimoire.summary": "获取$(item)咒典$()中所有图案的列表。", + + "hexical.page.hex_candle.title": "咒术蜡烛", + "hexical.page.hex_candle.0": "首次以$(l:hexical:patterns/spells/prestidigitation)魔法$()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,它会复制该人的染色剂。也可以手持染色剂物品右击直接改变它的颜色。熄灭则需潜行右击。", + + "hexical.page.living_scroll.title": "活线卷轴", + "hexical.page.living_scroll.0": "活线卷轴中混有一小份紫水晶,其上墨迹会像$(l:items/staff)$(item)法杖$()绘制出的图案那样颤动。活线卷轴的神奇之处还不止于此,它还能展示图案列表。$(br2)$(o)不带点疯劲,怎么能叫作家呢?$()", + "hexical.page.living_scroll.1": "卷轴上的图案可随意重绘,也可从卷轴中读出图案。这类卷轴只接受图案列表,单个图案 iota 会自动置入列表之中。写有图案列表时,活线卷轴会依次展示单个图案。图案每秒切换一次,所有活线卷轴都会同步切换。就算是在不同时间点向两份卷轴写入同一图案列表,最后两者也会建立同步。", + "hexical.page.living_scroll.2": "后页记录了一些用来操纵活线卷轴的法术。再次施放法术就能消除大部分此类法术产生的效果。它们都无需消耗媒质。", + "hexcasting.spell.hexical:age_scroll": "陈化卷轴", + "hexical.page.age_scroll.summary": "令卷轴的纸页泛黄,产物和我找到的一些远古卷轴极为相似。", + "hexcasting.spell.hexical:glow_scroll": "点亮墨迹", + "hexical.page.glow_scroll.summary": "使得活线卷轴的墨迹在暗处发光。", + "hexcasting.spell.hexical:color_scroll": "色染墨迹", + "hexical.page.color_scroll.summary": "改变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.spell.hexical:vanish_scroll": "隐消卷轴", + "hexical.page.vanish_scroll.summary": "使得卷轴的纸张隐形,图案保留不变,看上去就像图案被蚀刻在方块表面一样。", + + "hexical.page.media_jar.title": "媒质罐", + "hexical.page.media_jar.0": "我制作了这个能盛液态$(media)媒质$()的小装饰件,它会闪闪发光。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$(hex)咒术师们$()解决了这个难题,从而造出了瓶装的液态$(media)媒质$()。", + "hexical.page.media_jar.1": "之前的$(hex)咒术师们$()还制造了一种类似的物品,他们通常会饮用其中液体,以此预知未来。瓶中装着的可是浸润于万事万物的思维能量,它给出的答案也许值得一听。$(br2)$(o)如你所想。$()", + + "hexical.category.lamp": "精灵神灯", + "hexical.category.lamp.desc": "我曾在村民讲述的故事中听到过一个魔法物件。传说中有一个能实现愿望的精灵住在里面,但我怀疑这不过是数百年来口口相传所生的附会罢了。不过传说必然不会毫无来由,因此我分出了这一章,用于记录我对它的研究。", + + "hexcasting.spell.hexical:lamp_finale": "终局之精思", + "hexical.page.lamp_finale.hand": "放下神灯的那一刹那,神灯会额外施法一次。这个图案能判断精灵的施法是否是最后一次,并据此做出反应。", + "hexical.page.lamp_finale.arch": "停止大精灵神灯时,它会额外施法一次。我可以使用这个图案来判断某一次施法是否是最后的残响。", + + "hexical.page.mysterious_lamp.title": "神秘的灯壶", + "hexical.page.mysterious_lamp.0": "我终于找到了上千年传言中说的东西了!如此强大的物件居然是在一位流浪商人的手里。这件神灯仍带有难以捉摸的残存$(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$(o)媒质空腔结构$()。神灯里还有一个实体,它的施法能力与我相当。", + "hexcasting.spell.hexical:educate_genie": "教导精灵", + "hexical.page.educate_genie.summary": "将我的想法教给实体。而因为我是在$(o)教导$()实体,而非$(o)蚀刻$()$(l:items/hexcasting)$(item)施法物品$(),交予精灵的$(hex)咒术$()可在后续任意时刻任意修改,而不会因此损失$(media)媒质$()。", + + "hexical.page.new_possibilities.title": "全新的可能性", + "hexical.page.new_possibilities.0": "$(o)$(l)每一时刻$()它都在施法。往里写入法术后,迎面而来的是一束精确而又永不停歇的$(media)媒质$()流。我估计施法速度大概是在每秒二十次。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.new_possibilities.1": "我设计了一些配合神灯的有用图案,见后续页。这些图案只应该由神灯中的精灵运行,否则招致的便是“冒充精灵”事故,施法物品会脱手,并产生红色火花。$(br2)$(o)是的,但你的$(l)$(o)咒术师$()$(o)总是关注能不能做到,而不想想应不应该这么做。$()", + "hexcasting.spell.hexical:get_hand_lamp_position": "精灵之精思:空间型", + "hexical.page.get_hand_lamp_position.summary": "将我开始使用神灯时的位置压入栈顶。", + "hexcasting.spell.hexical:get_hand_lamp_rotation": "精灵之精思:旋转型", + "hexical.page.get_hand_lamp_rotation.summary": "将我开始使用神灯时的朝向压入栈顶。", + "hexcasting.spell.hexical:get_hand_lamp_velocity": "精灵之精思:运动型", + "hexical.page.get_hand_lamp_velocity.summary": "将我开始使用神灯时的速度压入栈顶。", + "hexcasting.spell.hexical:get_hand_lamp_use_time": "精灵之精思:时间型", + "hexical.page.get_hand_lamp_use_time.summary": "将神灯使用的时间压入栈顶。该数除以 20 后即为开始使用神灯后经过的秒数。", + "hexcasting.spell.hexical:get_hand_lamp_media": "精灵之精思:媒质型", + "hexical.page.get_hand_lamp_media.summary": "将神灯中剩余的$(media)媒质$()量压入栈顶,以紫水晶粉计。", + "hexcasting.spell.hexical:with_hand_lamp": "精灵之精思", + "hexical.page.with_hand_lamp.summary": "检验当前$(hex)咒术$()是否由手持式精灵神灯施放。", + "hexcasting.spell.hexical:get_hand_lamp_storage": "精灵之精思:记忆型", + "hexical.page.set_hand_lamp_storage.summary": "将神灯的内部存储设为任意 iota。奇特的是,这个图案不会招致“违犯他人”事故,也许是因为使用神灯时需要我维持注意力集中吧。", + "hexcasting.spell.hexical:set_hand_lamp_storage": "精灵之策略", + "hexical.page.get_hand_lamp_storage.summary": "取出手持式神灯内部存储的 iota,默认返回 Null。", + + "hexical.page.offerings.title": "仪献意识", + "hexical.page.offerings.0": "施放咒术会使得意识失去思考的能量,镇定知觉,麻痹神经元……真是叫人欲罢不能。对于$(l:items/staff)$(item)法杖$()、$(l:items/hexcasting)$(item)施法物品$()、法术环来说,施法的速度足够缓慢,能给意识喘息的时间;促动石则一经校准无需再次更换。不过论及神灯的施法速度,那就算是最高效的意识也难以为继。", + "hexical.page.offerings.1": "神灯会困住精灵,向里面重新充能就会将其释放出来。因此,为精灵神灯重新充能的唯一手段,便是同时替换$(media)媒质$()$(o)和$()精灵,强令一个全新的意识代替原有的工作。用一个村民就可以了。这也是我所制造的法术的用途。$(br2)$(o)我的名字?我的名字是……哦天哪,我为什么记不起我的名字了?$()", + "hexcasting.spell.hexical:offer_mind": "制造精灵", + "hexical.page.offer_mind.summary": "可由我施放,能从村民那里$(o)借来$()经验和记忆,交给我副手中的神灯。图案本身需要消耗 1 个充能紫水晶,同时消耗我给予精灵的$(media)媒质$()。", + "hexical.page.offerings.2": "值得留意的是,这个法术$(o)不会$()杀死村民,而是会从其意识中分出一部分用作精灵的替代品。村民的主意识则只会失去一部分记忆。我听过传言称,古代的$(hex)咒术师们$()会以此像种庄稼一样$(o)培育$()村民的意识,再消耗育成的意识给神灯充能,并留出时间供村民重新学习他们失去的意识。", + "hexical.page.offerings.3": "不是所有村民都能变成精灵。我推测,那些不及老手等级的村民不具有值得使用的媒质,对他们施放的法术也会直接失效。而在将村民的大部分知识$(o)优化$()到施法方向后,专家大概不会比老手强出多少。不过,某些技能应该还是会影响到施法的质量。笔记见下页。", + "hexical.page.offerings.4": "根深蒂固的意识和生来具有的能力似乎不受优化流程的影响。大师村民们的技艺已臻完美,知识也已烂熟于心,因此他们的施法能力有了质的飞跃。一生都在周游世界的流浪商人则极其熟稔于探索,由他们制成的神灯也会反应出这一特质。", + + "hexical.page.arch_lamps.title": "大精灵神灯", + "hexical.page.arch_lamps.0": "大师级村民的意识不只是丢失意识,而是会离开身体,完全取代原本的精灵。而因为施放法术的是独立的实体,神灯应该能在我没手持的时候施法。这些大精灵神灯对应的操作是“启动”和“停止”,而非“使用”。而当其处于我物品栏中时,就算没有我的输入,它们也会每时每刻施法。", + "hexical.page.arch_lamps.1": "大精灵神灯的输出太过庞大,甚至能令我周围的空气进入$(media)媒质$()饱和状态……不可思议。不幸的是,若在我物品栏中有两个神灯同时处于启动状态,它们的回响会相互碰撞,致使其停止,并使得物品栏中所有大精灵神灯几秒内无法使用。同一时刻应当只有一个大精灵神灯启动,但此时还可以使用一个普通神灯。", + "hexical.page.arch_lamps.2": "$(o)我是一大团肉乎乎的东西,体表圆滑,没有嘴。原来曾经是眼睛的地方如今是两个冒着白烟的洞,两根橡胶棒似的东西曾经是我的双臂。肉向四周摊开变成一堆没有腿的肉团,柔软滑腻。$(br2)我没有嘴,但我必须呐喊。$()", + "hexcasting.spell.hexical:activate_arch_lamp": "启动大精灵", + "hexical.page.activate_arch_lamp.summary": "此图案可由$(l:items/hexcasting)$(item)施法物品$()、$(l:items/staff)$(item)法杖$(),以及大精灵神灯自身运行。停止所有大精灵神灯,并启动一个先前未启动的。", + "hexcasting.spell.hexical:terminate_arch_lamp": "终止大精灵", + "hexical.page.terminate_arch_lamp.summary": "此图案可由$(l:items/hexcasting)$(item)施法物品$()、$(l:items/staff)$(item)法杖$(),以及大精灵神灯自身运行。停止当前启动的大精灵神灯。", + "hexcasting.spell.hexical:has_arch_lamp": "大精灵之纯化", + "hexical.page.has_arch_lamp.summary": "判断玩家当前是否已启动大精灵神灯。", + "hexcasting.spell.hexical:get_arch_lamp_position": "大精灵之精思:空间型", + "hexical.page.get_arch_lamp_position.summary": "将我开始使用大精灵神灯时的位置压入栈顶。", + "hexcasting.spell.hexical:get_arch_lamp_rotation": "大精灵之精思:旋转型", + "hexical.page.get_arch_lamp_rotation.summary": "将我开始使用大精灵神灯时的朝向压入栈顶。", + "hexcasting.spell.hexical:get_arch_lamp_velocity": "大精灵之精思:运动型", + "hexical.page.get_arch_lamp_velocity.summary": "将我开始使用大精灵神灯时的速度压入栈顶。", + "hexcasting.spell.hexical:get_arch_lamp_use_time": "大精灵之精思:时间型", + "hexical.page.get_arch_lamp_use_time.summary": "将神灯使用的时间压入栈顶。该数除以 20 后即为开始使用神灯后经过的秒数。", + "hexcasting.spell.hexical:get_arch_lamp_media": "大精灵之精思:媒质型", + "hexical.page.get_arch_lamp_media.summary": "将神灯中剩余的$(media)媒质$()量压入栈顶,以紫水晶粉计。", + "hexcasting.spell.hexical:with_arch_lamp": "大精灵之精思", + "hexical.page.with_arch_lamp.summary": "检验当前$(hex)咒术$()是否由大精灵神灯施放。", + "hexcasting.spell.hexical:get_arch_lamp_storage": "大精灵之精思:记忆型", + "hexical.page.get_arch_lamp_storage.summary": "可由$(l:items/hexcasting)$(item)施法物品$()、$(l:items/staff)$(item)法杖$(),以及大精灵神灯自身运行。获取神灯的 iota 存储。", + "hexcasting.spell.hexical:set_arch_lamp_storage": "大精灵之策略", + "hexical.page.set_arch_lamp_storage.summary": "可由$(l:items/hexcasting)$(item)施法物品$()、$(l:items/staff)$(item)法杖$(),以及大精灵神灯自身运行。设定神灯的 iota 存储。可能招致“违犯他人”事故。", + + "hexical.page.enlightened_patterns.title": "启迪后图案", + "hexical.page.enlightened_patterns.0": "在经过启迪之后,我敏锐地意识到,世上真的存在协助我感知和操纵$(media)媒质$()的图案。这些图案并无其他更进一步的需求,也许我一直都能运行它们,但也一直浑然不觉。", + "hexcasting.spell.hexical:am_enlightened": "显圣之纯化", + "hexical.page.am_enlightened.summary": "检验所给玩家是否和我一样经过启迪。", + "hexcasting.spell.hexical:is_brainswept": "感知之纯化", + "hexical.page.is_brainswept.summary": "检验实体“是否经由魔法手段去除了意识”。我总觉得它和$(l:patterns/great_spells/brainsweep)$(action)剥离意识$()之间有种紧密的联系……", + + "hexical.page.simple_patterns.title": "Hexical 图案", + "hexcasting.spell.hexical:entity_width": "卡尺之纯化", + "hexical.page.entity_width.summary": "类似$(l:patterns/basics#hexcasting:get_entity_height)$(action)测高仪之纯化$(),但返回的不是实体的高度,而是实体的宽度。", + "hexcasting.spell.hexical:theodolite": "经纬仪之纯化", + "hexical.page.theodolite.summary": "类似$(l:patterns/basics#hexcasting:get_entity_look)$(action)照准仪之纯化$(),但返回向量并不指向实体的视线,而是自其头部指向上方。", + "hexcasting.spell.hexical:swap_one_three": "反照之策略", + "hexical.page.swap_one_three.summary": "反照栈顶三个 iota 的顺序,将 A, B, C 变为 C, B, A。相当于交换栈顶元素和栈顶往下第三元素。", + "hexcasting.spell.hexical:swap_two_three": "泡浮之策略", + "hexical.page.swap_two_three.summary": "使得栈顶往下第三元素上浮过栈顶往下第二元素,相当于交换它们。", + "hexcasting.spell.hexical:similar": "相似之馏化", + "hexical.page.similar.summary": "检验两个 iota 是否类型相同。", + "hexcasting.spell.hexical:congruent": "全等之馏化", + "hexical.page.congruent.summary": "检验两个图案是否外形相同且方向相同。", + "hexcasting.spell.hexical:dup_many": "狄俄斯库里之策略,第二型", + "hexical.page.dup_many.summary": "接受一个数,并复制栈顶开始所给数个元素,保留顺序。", + "hexcasting.spell.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咒术师会把这些图案用在某种$(o)庞大的图书馆$()中。", + + "hexical.page.perlin.title": "准随机", + "hexical.page.perlin.0": "某些地点的环境$(media)媒质$()密度比其他位置高。这种密度可以测量;甚至能在时间上回溯或前进,以获取与该位置和该时间对应的、在 0 到 1 之间的准随机数。时间和空间上距离较近的点得到的结果也相近。", + "hexcasting.spell.hexical:perlin": "柏林之馏化", + "hexical.page.perlin.summary": "测量所给空间和时间的环境$(media)媒质$()密度,结果在 0 到 1 之间。", + + "hexical.page.special_raycasts.title": "特殊射线追踪", + "hexcasting.spell.hexical:fluid_raycast": "海军之馏化", + "hexical.page.fluid_raycast.summary": "与$(l:patterns/basics#hexcasting:raycast)$(action)弓箭手之馏化$()类似,但只会瞄准液体,无视其余方块。", + "hexcasting.spell.hexical:fluid_surface_raycast": "睡莲之馏化", + "hexical.page.fluid_surface_raycast.summary": "与$(l:patterns/basics#hexcasting:raycast/axis)$(action)建筑师之馏化$()类似,但只会瞄准液体,无视其余方块。", + "hexcasting.spell.hexical:piercing_raycast": "轨道炮之提整", + "hexical.page.piercing_raycast.summary": "与$(l:patterns/basics#hexcasting:raycast)$(action)弓箭手之馏化$()类似,但会额外接受一个标识。在抵达标识对应的方块前,此操作会无视其他方块。", + "hexcasting.spell.hexical:piercing_surface_raycast": "激光之提整", + "hexical.page.piercing_surface_raycast.summary": "与$(l:patterns/basics#hexcasting:raycast/axis)$(action)建筑师之馏化$()类似,但会额外接受一个标识。在抵达标识对应的方块前,此操作会无视其他方块。", + + "hexical.page.telepathy.title": "心灵感应", + "hexical.page.telepathy": "$(media)媒质$()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,在于玩家的意识对$(hex)咒术$()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,我可以从其读取或向其写入思维。", + "hexcasting.spell.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“心灵感应”键的时间,如果未按下则返回 -1。", + "hexcasting.spell.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.spell.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.spell.hexical:pling": "幻听扣弦", + "hexical.page.pling.summary": "使我听到一段扣弦声,其他玩家无法听见。", + "hexcasting.spell.hexical:click": "幻听咔哒", + "hexical.page.click.summary": "使我听到一段咔哒声,其他玩家无法听见。", + "hexcasting.spell.hexical:moving_up": "突进之精思", + "hexical.page.moving_up.summary": "压入我试图向前移动的时间,未按下“向前移动”则返回 -1。", + "hexcasting.spell.hexical:moving_down": "后撤之精思", + "hexical.page.moving_down.summary": "压入我试图向后移动的时间,未按下“向后移动”则返回 -1。", + "hexcasting.spell.hexical:moving_left": "左躲之精思", + "hexical.page.moving_left.summary": "压入我试图向左移动的时间,或返回 -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.spell.hexical:moving_right": "右避之精思", + "hexical.page.moving_right.summary": "压入我试图向右移动的时间,或返回 -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.spell.hexical:jumping": "腾跃之精思", + "hexical.page.jumping.summary": "压入我试图跳跃的时间,未按下“跳跃”则返回 -1。", + + "hexical.page.soroban.title": "珠算图案", + "hexical.page.soroban.0": "这些图案能操纵一个虚计数器。在$(l:patterns/readwrite#hexcasting:local)渡鸦之思$()被占用或用得太多时,这些图案就能派上用场,比如维护$(l:patterns/meta#hexcasting:for_each)$(action)托特$()循环的迭代次数。一些远古时代的残本推荐将其用于某种$(o)递归深度$()的统计。$(br2)需注意,它们直接用法杖绘制时无法正常工作。似乎这些存储量只会存在一瞬。", + "hexcasting.spell.hexical:soroban_increment": "珠算之精思", + "hexical.page.soroban_increment.summary": "压入珠算计数器当前值,而后令计数器增加 1。", + "hexcasting.spell.hexical:soroban_decrement": "珠算之精思,第二型", + "hexical.page.soroban_decrement.summary": "压入珠算计数器当前值,而后令计数器减少 1。", + "hexcasting.spell.hexical:soroban_reset": "珠算之策略", + "hexical.page.soroban_reset.summary": "重置珠算计数器。", + + "hexical.page.metas.title": "Hexical 元运行", + "hexcasting.spell.hexical:janus": "雅努斯之策略", + "hexical.page.janus.0": "立即终止当前$(hex)咒术$(),无视所有限制。不同于$(l:patterns/meta#hexcasting:halt)$(action)卡戎之策略$(),它甚至能跳出$(l:patterns/meta#hexcasting:for_each)$(action)托特之策略$()和$(l:patterns/meta#hexcasting:eval)$(action)赫尔墨斯之策略$()。", + "hexical.page.janus.1": "此策略适合在$(hex)咒术$()抵达期望状态时提前结束它,而不需考虑$(l:patterns/meta#hexcasting:halt)$(action)卡戎之策略$()的种种局限;$(l:hexical:patterns/metaevals#hexical:janus)$(action)雅努斯之策略$()不受$(l:patterns/meta#hexcasting:eval)$(action)赫尔墨斯之策略$()和$(l:patterns/meta#hexcasting:for_each)$(action)托特之策略$()影响。$(br2)$(o)理解事物已然终结非常重要。$()", + "hexcasting.spell.hexical:nephthys": "奈芙蒂斯之策略", + "hexical.page.nephthys.0": "弹出一个图案或图案列表,在栈顶往下一定位置处施放所给图案或列表,向下的元素数即是图案尾部的长度。达成的效果与外科医师之提整类似。", + "hexical.page.nephthys.1": "这个图案非常好用,与$(l:patterns/stackmanip#hexcasting:mask)$(action)簿记员之策略$()配合几乎能处理栈中的所有问题,潜入栈中后压入 iota,再处理“栈顶”的 iota。这一操作的名字来源于哀悼和河流的女神,意指其“深埋”或“潜入”栈中的操作。$(br2)$(o)……时间旅行的未知……类似于盲目潜入冰冷水域的深处,再像颗橡子一样任由浮沉。$()", + "hexcasting.spell.hexical:sekhmet": "塞赫麦特之策略", + "hexical.page.sekhmet.0": "清除栈,栈顶若干元素除外,具体数量由图案的尾部长度决定。上方的示例分别会保留 0 个、1 个、2 个 iota。直接绘制时$(o)不是$()元运行。", + "hexical.page.sekhmet.1": "此策略的效果可通过$(l:patterns/stackmanip#hexcasting:stack_len)$(action)群体之精思$()、$(l:patterns/lists#hexcasting:last_n_list)$(action)群体之策略$()、$(l:patterns/lists#hexcasting:slice)$(action)选择之提整$()、$(l:patterns/lists#hexcasting:splat)$(action)群体之拆解$()序列简单达成,但这个策略使用起来相当方便。它和托特之策略相性极佳,适合对付那些只需返回栈顶若干元素、其余 iota 仅参与施放的伪栈。$(br2)$(o)凡事都可能,但不都有必要。$()", + "hexcasting.spell.hexical:atalanta": "阿塔兰忒之策略", + "hexical.page.atalanta.0": "只应在$(l:patterns/meta#hexcasting:for_each)$(action)托特之策略$()或$(l:hexical:patterns/metaevals#hexical:sisyphus)$(action)西西弗斯之策略$()内部使用。效果与$(l:patterns/meta#hexcasting:halt)$(action)卡戎之策略$()类似,但不会完全停止迭代,而只是会跳过当前迭代剩余的部分。", + "hexical.page.atalanta.1": "此图案常用作多重条件循环的“卫语句”。比如,在获取到实体列表后,可能只需根据一长串条件挑出一部分作为目标。使用此图案,即可避免造出层层嵌套的条件判断,而是在判断不通过时直接“$(o)continue$()”/“$(o)继续$()”到下一迭代,如此就无需执行本迭代内后续的语句了。$(br2)$(o)You shall not pass!$()", + "hexcasting.spell.hexical:castor": "卡斯托耳之策略", + "hexical.page.castor.0": "只应在$(l:patterns/meta#hexcasting:for_each)$(action)托特之策略$()内部使用。详情见下一页。小心“钻研过深”事故。", + "hexical.page.castor.1": "此图案会出栈一个 iota,并将其作为$(l:patterns/meta#hexcasting:for_each)$(action)托特之策略$()的一个新迭代项,在当前迭代结束后立即开始。该迭代的栈顶元素即为所出栈的元素。想成把 iota 放到$(l:patterns/meta#hexcasting:for_each)$(action)托特之策略$()所接受的迭代列表的开头,可能会更好理解。$(br2)$(o)不要永远沿着路走,而要走无路之处……并留下你的足迹。$()", + "hexcasting.spell.hexical:pollux": "波吕克斯之策略", + "hexical.page.pollux.0": "$(l:hexical:patterns/metaevals#hexical:castor)$(action)卡斯托耳之策略$()的兄弟图案,此图案会将新迭代置于所有迭代的末尾。同样有风险招致“钻研过深”事故。", + "hexical.page.pollux.1": "效果与其兄弟图案基本一致,但新的迭代置于末尾。我曾阅读过详细记载使用这对图案的技术的卷轴,技术的名字是$(o)$(l:https://en.wikipedia.org/wiki/Depth-first_search)深度优先搜索$()和$(o)$(l:https://en.wikipedia.org/wiki/Breadth-first_search)广度优先搜索$()。$(br2)$(o)深入之前应先探索表面。$()", + "hexcasting.spell.hexical:sisyphus": "西西弗斯之策略", + "hexical.page.sisyphus.0": "接受一个图案列表,并持续不断运行,直至遇到$(l:patterns/meta#hexcasting:halt)$(action)卡戎之策略$()或$(l:hexical:patterns/metaevals#hexical:janus)$(action)雅努斯之策略$()。", + "hexical.page.sisyphus.1": "我曾听过有些能够自我复制的$(hex)咒术$(),叫做“$(o)自产生程序$()”,常用于制造无限循环,但涉及它的实操比较麻烦。此策略简化了这一流程,改为循环运行列表,递归层数用尽或是遇到$(l:patterns/meta#hexcasting:halt)$(action)卡戎之策略$()为止。$(l:patterns/readwrite#hexcasting:local)渡鸦之思$()会在迭代间保留,且每次施放均以基础栈起始。$(br2)$(o)让世人永远看得见他的负荷……应当想象西西弗是幸福的。$()", + "hexcasting.spell.hexical:themis": "忒弥斯之策略", + "hexical.page.themis.0": "接受一个列表和一个图案列表,或一个列表与单个图案;在第一参数处运行第二参数,并排序结果,运行的过程与$(l:patterns/meta#hexcasting:for_each)托特之策略$()类似。", + "hexical.page.themis.1": "在每次迭代过后,此法术要求在栈顶有一个数对应该 iota。在策略结束时,它会按照 iota 对应数升序排列 iota,并组为列表返回。对应数一致的 iota 保留相对位置。如果遇到$(l:patterns/meta#hexcasting:halt)卡戎之策略$(),返回的经排序列表中将仅包括处理过的 iota。$(br2)$(o)重排——自然唯一无法抵消的变化。$()", + + "hexical.page.akashic_utils.title": "阿卡夏实用法术", + "hexical.page.akashic_utils.0": "我发现了阿卡夏图书馆的便捷操作!右击或是$(l:hexical:patterns/spells/prestidigitation)以魔法方式$()与有内容物的阿卡夏书架交互,即可将其 iota 压入我的法杖栈。以卷轴右击可以把对应的图案复制到卷轴上。最后,我还发现了两个图案,可以直接向影响范围内的书架读写,无需消耗媒质。", + "hexcasting.spell.hexical:key_shelf": "图书管理员之纯化", + "hexical.page.key_shelf.summary": "读取影响范围内阿卡夏书架的键。无需消耗媒质。", + "hexcasting.spell.hexical:read_shelf": "图书管理员之纯化,第二型", + "hexical.page.read_shelf.summary": "读取影响范围内阿卡夏书架的 iota。无需消耗媒质。", + "hexcasting.spell.hexical:write_shelf": "图书管理员之策略", + "hexical.page.write_shelf.summary": "向影响范围内的阿卡夏书架写入 iota。无需消耗媒质。", + "hexcasting.spell.hexical:clear_shelf": "图书管理员之策略,第二型", + "hexical.page.clear_shelf.summary": "清除影响范围内给定的阿卡夏书架。无需消耗媒质。", + + "hexical.page.mage_block.title": "术师方块", + "hexical.page.mage_block": "$(l:patterns/spells/blockworks#hexcasting:conjure_block)$(action)构筑方块$()产生的方块会永久存在,清理它们就变得非常麻烦,并且这种方块的用处也不算大。好在自然提供了一种优雅灵活的替代方案。这些术师方块带有一系列的$(o)改进$()。多个改进甚至能同时应用在一个方块上,重复应用改进则可将其移除。", + "hexcasting.spell.hexical:conjure_mage_block": "构筑术师方块", + "hexical.page.conjure_mage_block.summary": "在所给位置构筑一个术师方块。消耗 3 个紫水晶粉。$(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.spell.hexical:modify_block_bouncy": "改进方块:弹性", + "hexical.page.modify_block_bouncy.summary": "此改进使得方块弹性十足!如此制成的方块的弹性比黏液块更好。同时我注意到,潜行时它也会把我弹起来。", + "hexcasting.spell.hexical:modify_block_energized": "改进方块:激能", + "hexical.page.modify_block_energized.summary": "带有此改进的术士方块能发出红石信号,信号强度即为所给数。", + "hexcasting.spell.hexical:modify_block_ephemeral": "改进方块:消逝", + "hexical.page.modify_block_ephemeral.summary": "此改进需要一个数和一个位置向量,在所给数个二十分之一秒后打碎所给位置处的方块。后续再次施法可延长或缩短等待时间。", + "hexcasting.spell.hexical:modify_block_invisible": "改进方块:隐形", + "hexical.page.modify_block_invisible.summary": "此改进阻止方块散发出类似施法时产生的粒子,就算站在上面也一样。", + "hexcasting.spell.hexical:modify_block_replaceable": "改进方块:可替", + "hexical.page.modify_block_replaceable.summary": "此改进非常适合建筑!其他方块可以直接放置在带有此改进的术师方块处。", + "hexcasting.spell.hexical:modify_block_semipermeable": "改进方块:半透", + "hexical.page.modify_block_semipermeable.summary": "此改进令方块变得半透,也即只会允许最后一个与其交互的施法者通过,所有其他实体则不行。", + "hexcasting.spell.hexical:modify_block_volatile": "改进方块:失稳", + "hexical.page.modify_block_volatile.summary": "此改进促使方块破坏与之相邻的术师方块。而当其破坏另一个失稳方块时,与其相连的所有失稳方块都会消失。", + + "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 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.spell.hexical:get_dye": "色彩之纯化", + "hexical.page.get_dye.summary": "获取方块、实体、标识的染料。", + "hexcasting.spell.hexical:dye": "染色", + "hexical.page.dye.summary": "为可染色的方块或实体染色。消耗 1/8 个紫水晶粉。", + "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.spell.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": "和通过图案操纵染料一样,染色剂也可操纵。比如说,我甚至能存储多个染色剂,再让咒术随机挑选一个给我。", + "hexcasting.spell.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;接受一个玩家并返回其染色剂;或是接受一个内含染色剂的物品,并返回其染色剂。", + "hexcasting.spell.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.spell.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,消耗 1/8 个紫水晶粉。", + + "hexcasting.spell.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,同时产生较强的击退。消耗 1 个紫水晶粉。", + "hexical.page.magic_missile.0": "弹射物有种几项特别的性质。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……$()", + "hexical.page.magic_missile.1": "构筑的位置本身也相当奇妙:怪不得大多数使用者都只选择在面前构筑它们。这一参数是向量,以我的头部位置为原点,我面朝的方向是 X 轴正向,头顶向上的方向是 Y 轴正向,头部向右的方向是 Z 轴正向。平常使用时,零向量对应在我的头颅内部构筑,形如 (0, 0, n) 的向量则会在我面前 n 格处构筑。", + + "hexcasting.spell.hexical:prestidigitation": "戏法", + "hexical.page.prestidigitation.summary": "通过魔法令方块或实体产生一定回应,这种回应不会偏离方块或实体本身的性质和功能太远。消耗 1/10 个紫水晶粉。", + "hexical.page.prestidigitation.0": "此类法术和我之前遇到过的那些很不一样。它们的效果并不单一固定,而是类似于将许多不同的简单效果综合在单个法术中。它们的有效目标涵盖了许多方块和实体,我也在积极寻找它们的用途。具体内容记在后页。", + "hexcasting.spell.hexical:can_prestidigitate": "改易之纯化", + "hexical.page.can_prestidigitate.summary": "检验所给实体或位置是否可受戏法操纵。", + "hexical.page.prestidigitation.1": "我在此整理了一份经验证适用于此类法术的对象列表:打开或关闭各种材质的栅栏门、活板门、门;拨动拉杆,按压按钮;压下或松开压力板;熄灭火和灵魂火;点燃或熄灭蜡烛和营火;敲钟;为原木等去皮;雕刻南瓜;使音符盒发出声音;触发发射器和投掷器;将泥巴烤干为黏土;将大部分土壤方块变为土径,将土径变为耕地……", + "hexical.page.prestidigitation.2": "打开或关闭红石灯;消耗炼药锅的内容物;更改红石中继器、红石比较器、阳光探测器的状态;触发或解除 TNT 和苦力怕的爆炸;为绵羊剪毛;装上或卸下盔甲架的手臂部分;使得鱿鱼喷墨;使得熊猫打喷嚏;去除雪傀儡的头套;令河豚立刻膨胀到最大;从蜂巢和蜂箱中取出蜜脾;以及触发某种“宏伟之作”,不太清楚这是在说什么。", + + "hexical.page.wristpocket.title": "魔袋", + "hexical.page.wristpocket.0": "让物品消失,再让物品回来的普通魔术把戏现在已易如反掌。这些物品藏在了$(o)魔袋$()之中,可用$(media)媒质$()操控。藏入魔袋的物品在我死后依然保留,拿到$(l:items/staff)$(item)法杖$()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。$()", + "hexcasting.spell.hexical:wristpocket": "藏入魔袋", + "hexical.page.wristpocket.summary": "此法术会令另一只手中的物品组消失;也可重新让其出现,如果手中已经持有物品则会交换。消耗 1/8 个紫水晶粉。", + "hexcasting.spell.hexical:wristpocket_item": "魔袋之精思", + "hexical.page.wristpocket_item.summary": "返回魔袋中物品的标识,如果魔袋为空则返回 Null。", + "hexcasting.spell.hexical:wristpocket_count": "魔袋之精思,第二型", + "hexical.page.wristpocket_count.summary": "返回魔袋中的物品数,如果魔袋为空则返回 0。", + "hexcasting.spell.hexical:sleight": "花招", + "hexical.page.sleight.summary": "表演一次魔法花招,将物品偷来放入魔袋,或是将魔袋中的物品扔出来。消耗 1/4 个紫水晶粉。", + "hexical.page.sleight.0": "- 传入向量:将魔袋中的物品投放到对应位置。$(br)- 传入物品实体: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。$()", + "hexcasting.spell.hexical:mage_hand": "法师之手", + "hexical.page.mage_hand.summary": "构筑一只魔法手,以在世界中使用魔袋中的物品交互。如果魔袋为空,则表现为我自己与世界交互。", + "hexical.page.mage_hand.0": "- 传入实体:使用物品与该实体交互。$(br)- 传入向量:使用物品与该处方块交互。$(br2)$(o)一只漂浮的幽灵手出现在施法距离内你指定的一点。$()", + "hexcasting.spell.hexical:ingest": "同化食物", + "hexical.page.ingest.summary": "此法术能让我吃下魔袋中的物品,填饱我的肚子,或是给予我药水效果。无论我是否吃饱,也不管食物本身要花多久才能吃下,此法术都会瞬间完成食用。", + + "hexical.page.specks.title": "视斑", + "hexical.page.specks.0": "我可以在世界中显现出 iota 的影像,也即$(item)视斑$()。自然给予我对其极大的掌控力,大小、笔迹粗细等都可随意修改。它们也会继承我染色剂的颜色。而在它们实际显现在世界上后,我便能移动、旋转,或是以其他手段随意更改它们,不受影响范围限制。", + "hexcasting.spell.hexical:conjure_speck": "构筑视斑", + "hexical.page.conjure_speck.summary": "按照所给 iota、位置、朝向构筑视斑。消耗 1/100 个紫水晶粉。压入视斑 iota。", + "hexcasting.spell.hexical:move_specklike": "移动视斑", + "hexical.page.move_specklike.summary": "将视斑实体移动至所给位置。", + "hexcasting.spell.hexical:rotate_specklike": "旋转视斑", + "hexical.page.rotate_specklike.summary": "令视斑实体的朝向变为所给向量。", + "hexcasting.spell.hexical:roll_specklike": "滚转视斑", + "hexical.page.roll_specklike.summary": "接受一个 0 与 1 之间的数,用作旋转圈数,并依此旋转视斑。", + "hexcasting.spell.hexical:iota_speck": "更改视斑", + "hexical.page.iota_speck.summary": "更改视斑对应的 iota。", + "hexcasting.spell.hexical:lifetime_specklike": "计时视斑", + "hexical.page.lifetime_specklike.summary": "令视斑在所给数个二十分之一秒后消失。", + "hexcasting.spell.hexical:size_specklike": "缩放视斑", + "hexical.page.size_specklike.summary": "更改视斑的大小,接受 0 与 10 之间的数。此数表示以格计的大小,默认为 0。", + "hexcasting.spell.hexical:thickness_specklike": "增粗视斑", + "hexical.page.thickness_specklike.summary": "更改图案视斑笔触的粗细,接受 0 与 10 之间的数。此数表示以 1/20 格计的大小,默认为 0。", + "hexcasting.spell.hexical:pigment_specklike": "染色视斑", + "hexical.page.pigment_specklike.summary": "将染色剂施加于视斑,可在构筑后更改其颜色。", + "hexcasting.spell.hexical:kill_specklike": "驱散视斑", + "hexical.page.kill_specklike.summary": "强令视斑实体消失。", + "hexcasting.spell.hexical:zone_specklike": "区域之馏化:类视斑", + "hexical.page.zone_specklike.summary": "返回视斑实体,效果与其他$(l:patterns/entities#hexcasting:zone_entity/animal)区域之馏化$()类似。", + + "hexical.page.simple_spells.title": "Hexical 法术", + "hexcasting.spell.hexical:autograph": "签名", + "hexical.page.autograph.summary": "为副手中的物品永久签上我的名字,以我的染色剂为颜色。无需消耗媒质。", + "hexical.page.autograph.description": "所有对物品施放过此法术的人,其名字会依次保留在物品上,且保留对应的染色剂。签过名的物品无法与未签名的物品堆叠,同种的物品也不能。同一人能给同一物品多次签名。可以当作某人认可某物的实证。$(br2)$(o)何谓成功?成功就是你的签名变成了名人签名。$()", + "hexcasting.spell.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咒术星爆糖。消耗 1 个紫水晶粉。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,咒术星爆糖应该会很有用。", + "hexcasting.spell.hexical:conjure_hextito": "构筑咒力多滋", + "hexical.page.conjure_hextito.summary": "在给定位置构筑一片咒力多滋。消耗 2 个紫水晶粉。可能招致“违犯他人”事故。", + "hexical.page.conjure_hextito.description": "咒力多滋是一种三角形的酥脆零食。食用时,我会突然生出施放其中$(hex)咒术$()的想法,使用的是我的施法栈,而非和普通$(l:items/hexcasting)$(item)施法物品$()那样使用独立的栈。它大概很适合简单的操作集合,比如射线追踪,和咒术星爆糖配合进行构筑更是如此。如果食用者的栈存在未闭合的内省,其中咒术便不会施放,以此保障他人使用的安全。", + "hexcasting.spell.hexical:ghast_fireball": "构筑火球", + "hexical.page.ghast_fireball.summary": "构筑一个易爆火球,敲击发射后能够摧毁方块。消耗 3 个紫水晶粉。", + "hexical.page.ghast_fireball.description": "构筑出的火球只会停在空中,必须敲击或通过$(l:patterns/spells/basic#hexcasting:add_motion)$(action)驱动$()发射出去。当然也可用同种手段更改其飞行方向。$(br2)$(o)要是不能炸坏什么东西的话,掌控宇宙平衡和知晓命运之秘又有什么好处呢?$()", + "hexcasting.spell.hexical:gasp": "喘息", + "hexical.page.gasp.summary": "立即填满生物的氧气条,消耗 1 个紫水晶粉。", + "hexical.page.gasp.description": "无论回复多少氧气,此法术均消耗 1 个紫水晶粉,因此在快要无法安全呼吸时施法是最优选择。从潜水,到传送进方块内部,甚至于在陆地上维持海洋生物的生命,此法术都相当有用。$(br2)$(o)子非鱼,安知鱼之乐?$()", + "hexcasting.spell.hexical:chorus_blink": "紫颂闪现", + "hexical.page.chorus_blink.summary": "$(l:patterns/spells/basic#hexcasting:blink)$(action)闪现$()、$(l:patterns/great_spells/teleport)$(action)卓越传送$()、$(item)末影珍珠$()、$(item)紫颂果$(),这一法术处于上述几种传送方式的中间,平衡而和谐,以其安全、精确、低消耗的传送著称。", + "hexical.page.chorus_blink.description": "此图案需消耗物品栏中的一个$(item)紫颂果$(),并根据偏移向量传送最多 16 格。无论传送满 16 格还是不到 16 格,消耗均为 1 个紫水晶粉,且单个咒术中使用多次不会有惩罚。神奇的是,重复施放此法术不会因为超出影响范围而终止咒术,这是因为每次$(o)闪现$()都会将影响范围移至新位置。$(br2)$(o)我一眨眼就能到了。$()", + + "hexical.page.conjure_compass.title": "构筑指南针", + "hexcasting.spell.hexical:conjure_compass": "构筑指南针", + "hexical.page.conjure_compass.summary": "在给定位置构筑一个指南针,它指向第二向量处。消耗 3 个紫水晶粉。", + "hexical.page.conjure_compass.description": "指南针并不会记忆它构筑时所处的维度,也即在所有维度中,它都指向同一位置。以书吏之精思读取,会获得指向目标位置的单位向量。$(br2)$(o)对头,指北针不指北方。但我们根本没在找北方啊!$()", + + "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.spell.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 1 个紫水晶碎片。", + "hexical.page.spike.1": "尖刺在造成伤害前会准备大约半秒,且会造成高达三颗心的伤害。在已经触发尖刺的位置试图重复施放法术,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.conjure_staff.title": "构筑法杖", + "hexical.page.conjure_staff.0": "构筑的法杖和$(l:items/hexcasting)$(item)杂件$()比较相像。它们都有施法用的媒质储库,该储库耗尽后也不会消耗我的生命值和物品栏中的$(media)媒质$()物品。它们都无法重新充能,无法重新写入,对其使用$(l:patterns/spells/hexcasting#hexcasting:erase)$(action)清除物品$()也都会将其毁灭。这种法杖的真正力量在于$(o)输入拦截$()。", + "hexcasting.spell.hexical:conjure_staff": "构筑法杖", + "hexical.page.conjure_staff.summary": "在所给位置处使用给定$(media)媒质$()量、位阶、$(hex)咒术$()构筑$(item)法杖$()。$(br2)$(o)这是我的$(l)法杖$()$(o)。虽有很多相似的,但这一把是我的。$()", + "hexical.page.conjure_staff.1": "手持构筑法杖时,它会拦截按下首选或次选“使用”按键的事件,阻止我与世界交互。拦截次数达到构筑时给定的位阶后,它便会施放给定的$(hex)咒术$(),同时根据按下左键或右键分别以 False 或 True 作为起始栈。如果按键之间间隔过久,当次“施法”便会直接取消。", + "hexical.page.conjure_staff.2": "此法术并不昂贵,仅需消耗 1 个紫水晶碎片,同时消耗媒质储库所需的$(media)媒质$()量。所得产物操作便捷、反应迅速,具有多种用途,变化的可能性无穷无尽,且不像其他$(l:items/hexcasting)$(item)施法物品$()那样需要冷却时间。$(br2)这种法杖的能力还不止于此,它们还拥有一个仅对法杖自身开放的 iota 存储位置。", + "hexcasting.spell.hexical:read_staff": "法杖之精思", + "hexical.page.read_staff.summary": "从$(item)构筑的法杖$()的内部存储读出 iota。", + "hexcasting.spell.hexical:write_staff": "法杖之策略", + "hexical.page.write_staff.summary": "向$(item)构筑的法杖$()的内部存储写入 iota,不接受代表玩家的 iota。", + "hexcasting.spell.hexical:with_conjured_staff": "魔杖之精思", + "hexical.page.with_conjured_staff.summary": "检验当前$(hex)咒术$()是否由构筑的法杖施放。", + "hexical.page.conjure_staff.3": "副手持有特定物品时构筑$(item)法杖$(),则所得$(item)法杖$()的外形会与该物品靠拢。目前我发现的物品与外形对应关系为:小麦(四叶草),鹦鹉螺壳(螺壳),钟(手摇铃),绊线钩(钥匙),玻璃(镜子)。", + + "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。$()", + "hexcasting.spell.hexical:simulate_firework": "模拟烟花", + "hexical.page.simulate_firework.summary": "分析另一只手中的烟火之星,并构筑一道烟花,位置、速度、与火药量有关的飞行时间均由烟火之星决定。消耗 1 个紫水晶碎片,每份火药额外消耗 1 个紫水晶粉。", + "hexcasting.spell.hexical:conjure_firework": "构筑烟花", + "hexical.page.conjure_firework.summary": "$(br)根据我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": "$(o)基础理论$()$(br2)前两个参数分别是位置和速度。第三个参数决定其飞行时间,需是 1 与 3 之间的数。可以认为是加入烟花火箭的火药份数。$(br2)剩余的参数可看作虚拟烟火之星的各特征。", + "hexical.page.conjure_firework.1": "$(o)形状效果$()$(br2)第四个参数控制烟花的形状,需是 0 与 3 之间的数。$(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。$(br)- 3 对应大型苦力怕状效果。", + "hexical.page.conjure_firework.2": "$(o)颜色$()$(br2)第五和第六个参数是$(l:hexical:patterns/spells/dyes)染料$()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染料;若不需“渐变”,第二个列表可以留空。", + "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.circle_spells.title": "法术环法术", + "hexical.page.circle_spells.0": "媒质流穿梭于法术环中,法术环囊括的区域因而充盈着$(media)媒质$(),灵活控制其中事物也就不再是难事。我将我所遇到或创造的法术记在后页,它们只可由$(l:greatwork/spellcircles)法术环$()施放。", + "hexcasting.spell.hexical:displace": "转移", + "hexical.page.displace.summary": "无需任何媒质,就可将实体传送至环中任意一处。与$(l:patterns/great_spells/teleport)$(action)卓越传送$()不同在于,此法术接受的是绝对坐标。", + + "hexical.page.evocation.title": "唤咒", + "hexical.page.evocation.0": "媒质是思维的能量,则逻辑推理可得,我应当能够直接把$(o)脑海中$()的魔法变为现实,而不需要挥舞法杖,毕竟我在最优状态下相当于 2 个充能紫水晶,是$(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.spell.hexical:internalize_hex": "内化咒术", + "hexical.page.internalize_hex.summary": "内化一份$(hex)咒术$(),此后按住“R”键 1 秒即可唤咒施放,不需持有法杖。内化过程消耗 1 个充能紫水晶。", + "hexcasting.spell.hexical:is_evoking": "唤魔者之精思", + "hexical.page.is_evoking.summary": "压入玩家唤咒的时间,未在唤咒则为 -1。", + "hexcasting.spell.hexical:with_evocation": "唤咒之精思", + "hexical.page.with_evocation.summary": "检验当前咒术是否使用唤咒施放。", + "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$(hex)咒术师们$()唤咒时无需施放$(hex)咒术$(),而是会在某种集会或集体仪式中合唱。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。", + + "hexcasting.spell.hexical:greater_blink": "卓越闪现", + "hexical.page.greater_blink.0": "卓越闪现比卓越传送要便宜许多。它不具有抵达时全身物品散落的风险。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 2 个紫水晶粉。", + "hexical.page.greater_blink.1": "向量 (0, 0, 1) 会往我面朝的方向传送 1 格。向量 (0, 1, 0) 会往我头顶的法向传送 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。", + "hexical.page.greater_blink.2": "奇特的是,这一闪现会将我的足部移动至该位置,也许能够少去射线追踪后传送到方块内部的麻烦。如果我需要进行多次闪现,则这一特性必须纳入考量范围。$(br2)$(o)长跳特!比你想的还要久——$()", + + "hexical.page.meshes.title": "网斑", + "hexical.page.meshes.0": "网斑是$(l:hexical:patterns/spells/specks)视斑$()的进化形态。不会再受 iota 和图案的限制,也无需屈居于二维平面,网斑接受三维空间中的向量列表,由此带来的创意无穷无尽。网斑也会对大多数操纵视斑的图案有反应。", + "hexcasting.spell.hexical:conjure_mesh": "构筑网斑", + "hexical.page.conjure_mesh.summary": "在所给位置构筑一个网斑,并压入一个网斑实体。消耗 1 个紫水晶粉。", + "hexical.page.meshes.1": "网斑只在编织后才有外形。用以构筑网斑的向量列表无需遵守太多规则:列表的长度不能超出 32 个向量,向量的模长也必须小于 10。网斑会将各向量识别为相对向量,而后依次连接它们。", + "hexcasting.spell.hexical:weave_mesh": "编织网斑", + "hexical.page.weave_mesh.summary": "接受一个向量列表,需遵守前页指定的规则,并将网斑编织成所给形状,无需消耗媒质。", + "hexcasting.spell.hexical:read_mesh": "纠缠之纯化", + "hexical.page.read_mesh.summary": "读取网斑的外形,返回相对向量列表。可用于复制网斑。", + + "hexical.category.scrying": "探知", + "hexical.category.scrying.desc": "我偶然间触及了一条完全将$(media)媒质$()用于获取和处理世界信息的学术分支。这些图案可用来卜取一系列信息,方块和实体的类型、药水效果、天气、食物的营养、我在疾跑与否、$(o)方块的爆炸抗性$()等都在其列。虽然这些操作可能不如其他大多数$(hex)咒术$()用处大,但有它们在也不错,我将来也许会用到。", + + "hexical.page.blocks.title": "方块", + "hexcasting.spell.hexical:block_hardness": "矿工之纯化", + "hexical.page.block_hardness.summary": "压入挖掘给定方块的难易程度。", + "hexcasting.spell.hexical:block_blast_resistance": "爆破兵之纯化", + "hexical.page.block_blast_resistance.summary": "压入方块对爆炸的抗性。", + "hexcasting.spell.hexical:blockstate_waterlogged": "管道工之纯化", + "hexical.page.blockstate_waterlogged.summary": "检验方块是否含水。若方块无法含水,则返回 Null。", + "hexcasting.spell.hexical:blockstate_rotation": "方向之纯化", + "hexical.page.blockstate_rotation.summary": "压入方块的朝向向量。若方块无朝向向量,则返回 Null。", + "hexcasting.spell.hexical:blockstate_crop": "农夫之纯化", + "hexical.page.blockstate_crop.summary": "压入一个 0 到 1 的数,对应农作物的成熟程度,对蜂巢、堆肥桶、炼药锅同样有效。奇怪的是,对蛋糕也有效。", + "hexcasting.spell.hexical:blockstate_glow": "发光之纯化", + "hexical.page.blockstate_glow.summary": "检验方块是否处于“点燃”状态,有效方块有熔炉、红石火把、灯笼、营火等。", + "hexcasting.spell.hexical:blockstate_lock": "锁之纯化", + "hexical.page.blockstate_lock.summary": "检验方块是否处于“打开”状态,有效方块有门、活板门、栅栏门、木桶等。", + "hexcasting.spell.hexical:blockstate_turn": "角度之纯化", + "hexical.page.blockstate_turn.summary": "压入一个数,对应告示牌、头颅、旗帜的旋转方向。", + "hexcasting.spell.hexical:blockstate_bunch": "叠放之纯化", + "hexical.page.blockstate_bunch.summary": "返回方块的叠放数,无法叠放则返回 Null。仅对蜡烛、海泡菜、海龟蛋有效。", + "hexcasting.spell.hexical:blockstate_book": "书之纯化", + "hexical.page.blockstate_book.summary": "检验讲台中是否有书,唱片机中是否有唱片。有传言称对某种奇妙的书架也有效。", + + "hexical.page.enchantments.title": "魔咒", + "hexcasting.spell.hexical:get_enchantments": "奇术师之纯化", + "hexical.page.get_enchantments.summary": "获取物品上魔咒组成的列表。", + "hexcasting.spell.hexical:get_enchantment_strength": "咒能之馏化", + "hexical.page.get_enchantment_strength.summary": "获取物品中给定魔咒的强度。", + + "hexical.page.entities.title": "实体", + "hexcasting.spell.hexical:get_health": "生命力之纯化", + "hexical.page.get_health.summary": "压入实体距离死亡还有多远。使用半颗心作为单位。", + "hexcasting.spell.hexical:get_max_health": "健康之纯化", + "hexical.page.get_max_health.summary": "压入实体处于完全健康状态时的生命值。使用半颗心作为单位。", + "hexcasting.spell.hexical:get_air": "窒息之纯化", + "hexical.page.get_air.summary": "压入实体距离窒息剩余的秒数。对脱水的鱼和溺水的陆地生物均有效。", + "hexcasting.spell.hexical:get_max_air": "双肺之纯化", + "hexical.page.get_max_air.summary": "返回实体在离开其呼吸环境后需多少秒开始窒息。", + "hexcasting.spell.hexical:get_player_hunger": "饥饿之纯化", + "hexical.page.get_player_hunger.summary": "返回玩家实体的饥饿值。", + "hexcasting.spell.hexical:get_player_saturation": "耐力之纯化", + "hexical.page.get_player_saturation.summary": "返回我的饱和度。这一数据大致与饱腹感的持续时间对应。", + "hexcasting.spell.hexical:is_burning": "炼狱之纯化", + "hexical.page.is_burning.summary": "检验实体是否在燃烧。对看上去着火的实体也有效,包括免疫火焰的实体,比如攻击状态的烈焰人。", + "hexcasting.spell.hexical:burning_time": "炼狱之纯化,第二型", + "hexical.page.burning_time.summary": "压入实体身上的火焰距自然熄灭剩余的时间。", + "hexcasting.spell.hexical:is_wet": "末影人之纯化", + "hexical.page.is_wet.summary": "检验实体是否身处雨中、水中、或气泡柱中。", + "hexcasting.spell.hexical:is_baby": "青春之纯化", + "hexical.page.is_baby.summary": "检验活体是否处于幼年状态。奇怪的是对盔甲架也有效。", + "hexcasting.spell.hexical:breedable": "繁衍之纯化", + "hexical.page.breedable.summary": "检验动物是否处于热恋状态,准备繁衍生息;若该生物无法进行此类繁殖行为,则返回 Null。", + "hexcasting.spell.hexical:is_sleeping": "树懒之纯化", + "hexical.page.is_sleeping.summary": "检验实体是否在睡眠状态。对玩家、猫、狐狸、以及一系列其他生物有效。", + "hexcasting.spell.hexical:is_sprinting": "赛车手之纯化", + "hexical.page.is_sprinting.summary": "检验实体是否在疾跑。速泳和疾跑后离地均算作疾跑,对猫、狐狸等也有效。", + + "hexical.page.food.title": "食物", + "hexcasting.spell.hexical:edible": "可食性之纯化", + "hexical.page.edible.summary": "接受一个物品标识,检验它是否可食用。", + "hexcasting.spell.hexical:get_hunger": "卡路里之纯化", + "hexical.page.get_hunger.summary": "接受一个物品标识,返回它带来的饱腹感的量。", + "hexcasting.spell.hexical:get_saturation": "饱和之纯化", + "hexical.page.get_saturation.summary": "接受一个物品标识,返回其饱和度。这一数据大致与饱腹感的持续时间对应。", + "hexcasting.spell.hexical:is_meat": "肉类之纯化", + "hexical.page.is_meat.summary": "接受一个物品标识,检验它是否是肉类(狼能否食用)。", + "hexcasting.spell.hexical:is_snack": "甜点之纯化", + "hexical.page.is_snack.summary": "接受一个物品标识,检验它是否算作小食(可以迅速食用)。", + + "hexical.page.identifiers.title": "标识", + "hexical.page.identifiers.0": "我的$(hex)咒术$()仍对世界视而不能见。我能够获取生物的高度、速度等信息……但还无法标识某个实体。自然的解决方案是$(o)标识 iota$()。每一个实体、方块、状态效果、魔咒、声音……都拥有可被$(hex)咒术$()识别的唯一标识,而标识两两之间可以比较。", + "hexcasting.spell.hexical:identify": "侦探之纯化", + "hexical.page.identify.summary": "将实体的标识或位置向量处方块的标识压入栈顶。", + "hexical.page.identifiers.1": "我注意到,对物品使用侦探之纯化时,会返回物品实体;而对其使用识别器之纯化时,返回的是物品的类型。这种物品类型和侦探之纯化返回的方块类型类似。可以认为识别器之纯化还会返回$(o)额外$()信息。", + "hexcasting.spell.hexical:recognize": "识别器之纯化", + "hexical.page.recognize.summary": "压入实体的额外标识信息,主要是物品实体的物品类型,以及物品展示框中物品的类型。", + "hexcasting.spell.hexical:get_mainhand_stack": "工具之纯化", + "hexical.page.get_mainhand_stack.summary": "返回主手物品的类型。", + "hexcasting.spell.hexical:get_offhand_stack": "配饰之纯化", + "hexical.page.get_offhand_stack.summary": "返回副手物品的类型。", + + "hexical.page.item.title": "物品", + "hexcasting.spell.hexical:count_stack": "仓储之纯化", + "hexical.page.count_stack.summary": "接受一个物品实体,返回其中物品数量。", + "hexcasting.spell.hexical:count_max_stack": "库房之纯化", + "hexical.page.count_max_stack.summary": "接受一个物品实体,返回其中最多可堆叠多少物品。", + "hexcasting.spell.hexical:damage_stack": "损耗之纯化", + "hexical.page.damage_stack.summary": "接受一个物品实体,返回物品剩余的耐久度。", + "hexcasting.spell.hexical:damage_max_stack": "脆弱性之纯化", + "hexical.page.damage_max_stack.summary": "接受一个物品实体,返回物品的耐久度上限。", + + "hexical.page.status_effects.title": "状态效果", + "hexcasting.spell.hexical:get_effects_entity": "诊断之纯化", + "hexical.page.get_effects_entity.summary": "获取实体当前状态效果组成的列表。", + "hexcasting.spell.hexical:get_effects_item": "处方之纯化", + "hexical.page.get_effects_item.summary": "获取食物或药水提供的状态效果列表。", + "hexcasting.spell.hexical:get_effect_category": "药性之纯化", + "hexical.page.get_effect_category.summary": "获取某效果对承受者造成效应“良性”与否。-1 为负面,0 为中性,1 为正面。", + "hexcasting.spell.hexical:get_effect_amplifier": "浓度之馏化", + "hexical.page.get_effect_amplifier.summary": "获取实体身上某效果的强度,无给定效果则返回 Null。", + "hexcasting.spell.hexical:get_effect_duration": "效除之馏化", + "hexical.page.get_effect_duration.summary": "获取效果的持续时间,以秒计,无给定效果则返回 Null。", + + "hexical.page.world.title": "世界", + "hexcasting.spell.hexical:get_light": "光照之纯化", + "hexical.page.get_light.summary": "返回给定位置的光照等级,返回值在 0 到 15 之间。如果位置处于不透明方块内部,返回 0。", + "hexcasting.spell.hexical:get_weather": "天气学家之精思", + "hexical.page.get_weather.summary": "压入一个代表天气的数。0 为晴天,1 为降雨,2 为雷暴。", + "hexcasting.spell.hexical:get_time": "时间之精思", + "hexical.page.get_time.summary": "压入世界经过的时间,以秒计。", + "hexcasting.spell.hexical:get_biome": "地理之纯化", + "hexical.page.get_biome.summary": "返回给定位置向量处生物群系的标识。", + "hexcasting.spell.hexical:get_dimension": "位面之精思", + "hexical.page.get_dimension.summary": "压入$(hex)咒术$()施放时所处维度的标识。" +} 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..363f43529c67 --- /dev/null +++ b/projects/1.20-fabric/assets/modrinth-hexical/hexical/lang/en_us.json @@ -0,0 +1,730 @@ +{ + "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.", + "advancements.hexical.hallucinate.title": "Only In My Head", + "advancements.hexical.hallucinate.description": "Play a sound only you can hear!", + + "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", + "effect.hexical.wooleyed": "Wooleyed", + "effect.hexical.wooleyed.description": "Helps me unsee some of the horrors I have seen.", + "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.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.replenish_air": "Lungs inflate", + "subtitles.hexical.scarab_chirps": "Scarab chirps", + "subtitles.hexical.sudden_realization": "Idea pops", + "tooltip.hexical.scroll_glow": "Glowing", + + "hexical.autograph.header": "Autographed by:", + "hexical.charmed": "Charmed", + "hexical.cracked.cracked": "Cracked", + "hexical.cracked.program": "Hex: ", + "hexical.grimoire.contains": "Contains bindings for ", + "hexical.scarab.program": "Contains %s", + "hexical.recipe.transmute.media_free": "Free", + "hexical.recipe.transmute.media_cost": "Costs %s dust", + "hexical.recipe.transmute.media_yield": "Yields %s dust", + "hexical.ledger.stack": "Last Stack Before Mishap:", + "hexical.ledger.mishap": "Last Mishap Message:", + + "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.casting_device": "a device capable of casting Hexes", + "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_flower_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 non-empty 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.true_dye": "a colored dye", + "hexcasting.mishap.invalid_value.true_dye_list": "a list of colored dyes", + "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": "Expected a dyeable target", + "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:not_enough_slots": "%d does not fit in the capabilities of the inventory specified by %s.", + + "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: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_replaceable": "Replaceable", + "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 then cast a $(l:patterns/patterns_as_iotas)pattern$() associated with a list using my $(l:items/staff)$(item)Staff$() with the $(item)Grimoire$() in my inventory, Nature acts as though I had drawn the full list, allowing me to create shortcuts for tedious tasks like the raycast mantra or large patterns. In addition to adding new $(l:patterns/patterns_as_iotas)patterns$(), 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 adorable little amulet that is highly sensitive to _media. When activated, they can intercept patterns rejected by Nature.$(br2)Specifically anything connected to my person casts a pattern that has no meaning to Nature, the scarab steps in and prevents the mishap.$(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": "Teaching them involves $(l:patterns/readwrite#hexcasting:write)$(action)Scribe's Gambit$() to teach a _Hex to them. While scarabs proudly display their learned _Hex, they resist mind-reading from $(l:patterns/readwrite#hexcasting:read)$(action)Scribe's Reflection$(). I can reteach them at any time.$(br2)When an illegal pattern is cast, an active scarab will push the rejected pattern to the stack rather than allowing a mishap. It will then cast its learned _Hex and allow the remainder of the original _Hex to continue.", + "hexical.page.scarab.3": "The power scarabs allow is to create my own patterns that will 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$().", + + "hexical.page.animated_scroll.title": "Animated Scrolls", + "hexical.page.animated_scroll.0": "$(item)Animated Scrolls$() are mixed with a pinch of $(l:items/amethyst)$(item)Amethyst Dust$(), enchanting the ink to move and wiggle like the patterns I draw with my $(l:items/staff)$(item)Staff$(). Not only that, they can display lists of patterns.$(br2)$(o)You can't be a proper writer without a touch of madness, can you?$()", + "hexical.page.animated_scroll.1": "I can freely write and rewrite the scroll's patterns at any time, along with reading it back out. The scroll accepts only a list of $(l:patterns/patterns_as_iotas)pattern iotas$() or a lone $(l:patterns/patterns_as_iotas)pattern iota$(), which is automatically wrapped in a list. The $(item)Animated Scroll$() shows one pattern at a time which cycles to the next one once per second. Even when I write the same list to two of them at different moments of their cycle, they display in sync.", + "hexical.page.animated_scroll.2": "The $(l:items/amethyst)$(item)Amethyst$() seeped into the paper allows me to modify these $(item)Animated Scrolls$() in a variety of aesthetic ways entirely for free.$(br2)I have documented these patterns on the following pages.$(br2)Of note, I can also read and write to these scrolls remotely using the standard patterns.", + "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. They also seem to not extinguish when flooded. When someone interacts with it though, it copies their pigment. I can also give it with a pigment item to change its color directly. To extinguish, $(thing)$(k:sneak) $(k:use)$().", + "hexical.page.hex_candle.1": "$(o)The doctor found himself in an immense cave lined with countless quivering candles, each representing the duration of a life.$()", + + "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": "Transforms copper ingots to gold.", + "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$() although weaker. My _Hexcasting vision seems to have been expanded.", + "hexical.page.casting_carpet.recipe": "$(o)Why is the red carpet red? It can be any color.$()", + + "hexical.page.media_log.title": "Media Logs", + "hexical.page.media_log.0": "With _Hexes casting _Hexes, it is easy to lose track of my patterns and Nature is all too happy to punish my carelessness. _Hexcasters of old had a device they called an $(item)$(m)Error$() $(item)Media Log$() that recorded the last few patterns cast even by other $(l:patterns/meta)patterns$(), the last mishap, and the stack right before mishap in order to help them track down their errors. All $(item)Media Logs$() share the same memory.", + "hexical.page.media_log.1": "Sneak-$(k:use)ing clears the $(item)Media Log$() and starts recording until the next mishap.$(br2)$(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 $(l:patterns/spells/hexical_spells#hexical:flower)can I$().", + "hexical.page.lei.summary": "Once I have recovered some $(item)Periwinkles$(), I can craft the flowers into a $(item)Lei$()! The $(item)Lei$() gives a small boost to my _Hexcasting reach, not unlike a $(l:items/lens)$(item)Scrying Lens$() although without the same ability to perceive extra information.", + "hexical.page.lei.description": "When worn, a $(item)Lei$() prevents Nature from claiming my life as payment for _Hexes.$(br2)Unlike other armor, a $(item)Lei$() can be placed on others if they are not currently wearing anything. Ancient _Hexcasters did this as a sign of endearment and affection due to the $(item)Lei$()'s protective and calming 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.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 $(l:items/hand_lamps)$(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 $(l:items/hand_lamps)$(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 $(l:items/hand_lamps)$(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 a player 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.telepathy.title": "Telepathy", + "hexical.page.telepathy": "_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:pling": "Hallucinate Pling", + "hexical.page.pling.summary": "Causes me to hear a pling that is inaudible to others.", + "hexcasting.action.hexical:click": "Hallucinate Click", + "hexical.page.click.summary": "Causes me to hear a click that is inaudible to others.", + "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.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 $(thing)$(k: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 $(thing)$(k:use)$() with a $(l:items/scroll)$(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 mage blocks come with a suite of $(o)modifiers$(). I could even stack multiple modifiers on one block or reapply a modifier to toggle it off.", + "hexcasting.action.hexical:conjure_mage_block": "Conjure Mage Block", + "hexical.page.conjure_mage_block.summary": "Conjures a mage block 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:modify_block_bouncy": "Modify Block: Bouncy", + "hexical.page.modify_block_bouncy.summary": "This modifier makes the block delightfully fun to bounce on! It returns more force to me than regular slime blocks and I notice even if I sneak, the block bounces me regardless.", + "hexcasting.action.hexical:modify_block_energized": "Modify Block: Energized", + "hexical.page.modify_block_energized.summary": "This modifier makes the block emit a Redstone signal, with the number corresponding to the power level of the output.", + "hexcasting.action.hexical:modify_block_ephemeral": "Modify Block: Ephemeral", + "hexical.page.modify_block_ephemeral.summary": "This modifier takes in a number in addition to a position and shatters the block after many twentieths of a second. Subsequent casts can lengthen or shorten the duration.", + "hexcasting.action.hexical:modify_block_invisible": "Modify Block: Invisible", + "hexical.page.modify_block_invisible.summary": "This modifier prevents the block from emitting the telltale particles that accompany my casting, even when being stood on.", + "hexcasting.action.hexical:modify_block_replaceable": "Modify Block: Replaceable", + "hexical.page.modify_block_replaceable.summary": "This modifier is useful for construction! With this modifier applied, I find I can easily place another block in the place of the mage block.", + "hexcasting.action.hexical:modify_block_volatile": "Modify Block: Volatile", + "hexical.page.modify_block_volatile.summary": "This modifier makes the block break other mage blocks it's touching. Notably, if it breaks another volatile block, that block breaks and so on until every 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 player 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 player 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 give me for example.", + "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 player 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 player. 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 would be prohibitively expensive, Nature offers a set of cheaper spells for some 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 utilize $(l:patterns/spells/pyrotechnics)fireworks$() for battle.$(br2)Finally, a $(l:patterns/spells/block_mimicry#hexical:dispense)$(action)certain spell$() allows the ability to fire potions and arrows.", + + "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:crack_device": "Crack Device", + "hexical.page.crack_device.summary": "When casted on a $(l:items/hexcasting)$(item)casting device$() without a _Hex, $(o)cracks it$(). Cracked casting devices proudly display their _Hexes. Costs about one $(l:items/amethyst)$(item)Charged Amethyst$().", + "hexical.page.crack_device.description": "This spell will blind me for a quite a duration if I attempt to expose the innerworkings of an already-written device. For a moment though, I believe I had glimpsed the _Hex before my eyes and brain filled with _media.$(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:flower": "Conjure Flower", + "hexical.page.flower.summary": "Conjures a flower of my choosing at a location. I must have identified this flower at some point before. Costs about a quarter of an $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexical.page.flower.description": "The block under the target position must have a flat top surface to allow rooting. It does not necessarily need to be able to support the flower naturally, although any little movement may cause the flower to break if conjured on an incompatible block. Alternatively, the spell will fill a flower pot if possible.$(br2)$(o)There was a fool who praised me for the magic I acquired. That's all.$()", + "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$().", + "hexical.page.gasp.description": "Regardless of amount of breath restored, this spell costs exactly one dust so I should ideally wait as long as I safely can before casting this spell. I will find it useful while diving, being teleported into a block, or even keeping sea creatures alive on land.$(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: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. Free.", + "hexcasting.action.hexical:absorb_arm": "Appendage", + "hexical.page.absorb_arm.summary": "Allows a $(l:greatwork/spellcircles)circle$() to hook onto a $(l:items/pedestal)$(item)Pedestal$() within ambit to use as its $(o)other arm$(). Useful for certain spells that demand an item held in my other hand. Free.", + "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 since a player has been evoking. Is -1 if they are 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": "$(o)Shape$()$(br2)The fourth parameter controls the shape of the explosion, based off a number 0 to 3.$(br)- 0 is a simple, small ball-shaped explosion.$(br)- 1 is a large ball-shaped explosion.$(br)- 2 is a star-shaped explosion.$(br)- 3 is a large creeper face-shaped explosion.", + "hexical.page.conjure_firework.2": "$(o)Colors$()$(br2)The fifth and sixth parameters are lists of $(l:patterns/spells/dyes)dyes$(). The first list controls the colors of the firework's initial burst, while the second controls the colors that the first particles fade into. There must be at least one dye specified for the first list, but the second list can be empty if I do not want any colors to fade into.", + "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 $(thing)destination$(). Costs about one $(l:items/amethyst)$(item)Amethyst Shard$() regardless of mass transferred. 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 player'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 any 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 the amount of _media to bestow in $(l:items/amethyst)$(item)Amethyst Dust$(). Consumes the battery and about three $(l:items/amethyst)$(item)Charged Amethyst$().", + "hexical.page.charm.description": "The four booleans correspond to attacking, sneak-attacking, using, and sneak-using.$(br2)When I use a charmed item with an intent set as true, the charm casts the _Hex in place of the original function. It starts the stack with a number corresponding to the button pressed, 0 for attacking and 1 for using.$(br2)Charmed items can also pick up additional intents, pushing numbers up to seven.", + "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." +} 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..b9a55928416e --- /dev/null +++ b/projects/1.20-fabric/assets/modrinth-hexical/hexical/lang/zh_cn.json @@ -0,0 +1,730 @@ +{ + "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": "为术士方块附加改进", + "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", + "advancements.hexical.hallucinate.title": "只在我的脑海里", + "advancements.hexical.hallucinate.description": "播放一段只有你能听见的声音!", + + "block.hexical.hex_candle_cake": "插有咒术蜡烛的蛋糕", + "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", + "effect.hexical.wooleyed": "毡障", + "effect.hexical.wooleyed.description": "帮助我忘记先前看到的可怖景象。", + "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.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.replenish_air": "肺:充气", + "subtitles.hexical.scarab_chirps": "圣甲虫:吱吱", + "subtitles.hexical.sudden_realization": "点子:出现", + "tooltip.hexical.scroll_glow": "发光", + + "hexical.autograph.header": "由以下人士亲笔签名:", + "hexical.charmed": "咒符", + "hexical.cracked.cracked": "已破解", + "hexical.cracked.program": "咒术:", + "hexical.grimoire.contains": "含有以下图案的绑定:", + "hexical.scarab.program": "含有:%s", + "hexical.recipe.transmute.media_free": "无需消耗", + "hexical.recipe.transmute.media_cost": "消耗%s个紫水晶粉", + "hexical.recipe.transmute.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:", + + "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.casting_device": "一个可施放咒术的设备", + "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_flower_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": "一个由数组成的非空列表", + "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.true_dye": "一个有色染料", + "hexcasting.mishap.invalid_value.true_dye_list": "一个有色染料列表", + "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": "本应提供可染色目标。", + "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:not_enough_slots": "%d不适用于%s指定的存储空间。", + + "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: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_replaceable": "可替", + "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$()无限反弹。", + "hexical.page.grimoire.1": "在物品栏中放有$(item)咒典$(),再通过$(l:items/staff)$(item)法杖$()绘制其中与列表关联的$(l:patterns/patterns_as_iotas)图案$(),自然即会如同我绘制了整个列表一般进行回应;这能简化射线追踪曼怛罗和大型图案等繁重的$(hex)咒术$()。除去创造新$(l:patterns/patterns_as_iotas)图案$()外,$(item)咒典$()甚至还能覆盖自然提供的$(l:patterns/patterns_as_iotas)patterns$()。$(br2)$(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$()是个可爱的护符,对$(media)媒质$()相当敏感;在启动后,它们能拦截被自然排斥的图案。$(br2)特别来说,与我有关联的任何事物运行了对自然无意义的图案时,圣甲虫即会前来处理,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$()。虽然它们会自豪地展示那则$(hex)咒术$(),但它们不受$(l:patterns/readwrite#hexcasting:read)$(action)书吏之精思$()等读心手段的影响。我可以随时教导它们$(hex)咒术$()。$(br2)运行无效图案时,激活的圣甲虫会将该图案压入栈顶,从而规避事故。然后它会施放所学的$(hex)咒术$(),并继续执行事故处之后的部分。", + "hexical.page.scarab.3": "圣甲虫带来的新造图案能力对$(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$()等。", + + "hexical.page.animated_scroll.title": "活线卷轴", + "hexical.page.animated_scroll.0": "$(item)活线卷轴$()中混有一小份紫水晶,其上墨迹会像$(l:items/staff)$(item)法杖$()绘制出的图案那样颤动。$(item)活线卷轴$()的神奇之处还不止于此,它还能展示图案列表。$(br2)$(o)不带点疯劲,怎么能叫作家呢?$()", + "hexical.page.animated_scroll.1": "卷轴上的图案可随意重绘,也可从卷轴中读出图案。这类卷轴只接受$(l:patterns/patterns_as_iotas)图案列表$(),单个$(l:patterns/patterns_as_iotas)图案 iota$() 会自动置入列表之中。$(item)活线卷轴$()会依次展示单个图案,图案每秒切换一次。就算是在不同时间点向两份卷轴写入同一图案列表,最后两者也会建立同步。", + "hexical.page.animated_scroll.2": "纸页里渗入的$(l:items/amethyst)$(item)紫水晶$()可用于操纵$(item)活线卷轴$()的样式,而且无需消耗$(media)媒质$()。$(br2)我在后页记录了这些图案。$(br2)再补充一遍,常规的读写图案就可远程读写此类卷轴。", + "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。把它泡在水里也似乎无法让其熄灭。若有人与其交互,它会复制该人的染色剂。也可以手持染色剂物品右击直接改变它的颜色。熄灭则需$(thing)$(k:sneak)+$(k:use)$()。", + "hexical.page.hex_candle.1": "$(o)医生发现自己身处一个巨大的洞穴之中,那里面排满了无数颤动着火焰的蜡烛,每一支都代表了一个生命的长短。$()", + + "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$()来说,它的玻璃外壁还是太厚了。我也曾听过故事称古代$(hex)咒术师们$()解决了这个难题,成功把液态$(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": "将铜变形成金。", + "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$()视野似乎得到了扩展。", + "hexical.page.casting_carpet.recipe": "$(o)红地毯为什么非要是红色?它可以是任何颜色的。$()", + + "hexical.page.media_log.title": "媒质木志", + "hexical.page.media_log.0": "让$(hex)咒术$()去施放$(hex)咒术$(),图案就变得很难追踪;自然则乐于惩罚我的粗心大意。古代的$(hex)咒术师$()有一件“$(item)$(m)错误$()$(item)媒质木志$()”:它能记录最后几个运行的图案,连$(l:patterns/meta)图案$()运行的图案都行;它还能显示最后一次事故,以及事故前的栈,方便追踪错误。所有$(item)媒质木志$()共享同一个存储空间。", + "hexical.page.media_log.1": "潜行按下$(k:use)可清空$(item)媒质木志$(),可让它继续记录至下一次事故。$(br2)$(o)你看到的可能只是一堆收据,我却看到的是一则故事。我看得出来这个故事的走向,而且这个走向不是很好。$()", + + "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$(hex)咒术师们$()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$(l:patterns/spells/hexical_spells#hexical:flower)我也可以$()。", + "hexical.page.lei.summary": "成功复原几簇$(item)长春花$()之后,即可用它们制作$(item)花冠$()了!$(item)花冠$()会小幅增强我的$(hex)咒法学$()视野,和$(l:items/lens)$(item)探知透镜$()比较像,只不过没有读取额外信息的功能。", + "hexical.page.lei.description": "佩戴后,$(item)花冠$()还能阻止自然把我的生命抽去施放$(hex)咒术$()。$(br2)和其他盔甲不同的是,如果其他玩家没有穿戴任何东西,就可直接为他们戴上$(item)花冠$()。古代的$(hex)咒术师$()将这种行为视作表达亲昵和爱慕;这是因为$(item)花冠$()具有防御和安神功能,也是因为需要费一番功夫才能采到长春花。", + + "hexical.page.plushies.title": "玩偶", + "hexical.page.plushies.0": "古代的$(hex)咒术师们$()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$()依然具有强化和延时功效,和大多数药水一样。", + + "hexical.page.pedestal.title": "支座", + "hexical.page.pedestal.0": "$(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:items/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”,它便会施放,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$(),可在后续任意时刻教导精灵新$(hex)咒术$(),不会因此损失$(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$()来说,施法的速度足够缓慢,能给意识喘息的时间;只是运行很多图案伤不到我自己。不过要是论及$(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": "$(l:items/hand_lamps)$(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$(l:items/hand_lamps)$(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": "判断玩家当前是否已启动$(l:lamp/arch_lamps)$(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)咒术师们$()会把这些图案用在某种$(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.telepathy.title": "心灵感应", + "hexical.page.telepathy": "$(media)媒质$()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)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。", + "hexcasting.action.hexical:send_telepathy": "传递思维", + "hexical.page.send_telepathy.summary": "将 iota 暂时显示在快捷栏上方。如果持续施放,则每次施放都会立刻覆盖上一次的结果。", + "hexcasting.action.hexical:shout_telepathy": "喊出思维", + "hexical.page.shout_telepathy.summary": "在屏幕中央显示 iota。这么做会阻碍视野,消散也要时间,因此不应经常使用。", + "hexcasting.action.hexical:pling": "幻听扣弦", + "hexical.page.pling.summary": "使我听到一段扣弦声,其他事物无法听见。", + "hexcasting.action.hexical:click": "幻听咔哒", + "hexical.page.click.summary": "使我听到一段咔哒声,其他事物无法听见。", + "hexcasting.action.hexical:left_click": "进攻之精思", + "hexical.page.left_click.summary": "压入我按下$(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$()后滚轮滚动的量。", + + "hexical.page.akashic_conveniences.title": "阿卡夏实用图案", + "hexical.page.akashic_conveniences.0": "阿卡夏图书馆正是为用$(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$(thing)$(k:use)$()或使用$(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$(thing)$(k:use)$(),以将其图案键复制到其上。还有一系列图案能向影响范围内的$(l:greatwork/akashiclib)$(item)书架$()和$(l:items/slate)$(item)石板$()写入与读取,无需消耗$(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,并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,重复应用改进则可将其移除。", + "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:modify_block_bouncy": "改进方块:弹性", + "hexical.page.modify_block_bouncy.summary": "此改进使得方块弹性十足!如此制成的方块的弹性比黏液块更好。同时我注意到,潜行时它也会把我弹起来。", + "hexcasting.action.hexical:modify_block_energized": "改进方块:激能", + "hexical.page.modify_block_energized.summary": "带有此改进的术士方块能发出红石信号,信号强度即为所给数。", + "hexcasting.action.hexical:modify_block_ephemeral": "改进方块:消逝", + "hexical.page.modify_block_ephemeral.summary": "此改进需要一个数和一个位置向量,在所给数个二十分之一秒后打碎所给位置处的方块。后续再次施法可延长或缩短等待时间。", + "hexcasting.action.hexical:modify_block_invisible": "改进方块:隐形", + "hexical.page.modify_block_invisible.summary": "此改进阻止方块散发出类似施法时产生的粒子,就算站在上面也一样。", + "hexcasting.action.hexical:modify_block_replaceable": "改进方块:可替", + "hexical.page.modify_block_replaceable.summary": "此改进非常适合建筑!其他方块可以直接放置在带有此改进的术师方块处。", + "hexcasting.action.hexical:modify_block_volatile": "改进方块:失稳", + "hexical.page.modify_block_volatile.summary": "此改进促使方块破坏与之相邻的术师方块。而当其破坏另一个失稳方块时,与其相连的所有失稳方块都会消失。", + + "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)$(item)紫水晶粉$(),而玩家周围的$(media)媒质$()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$()类似。", + "hexcasting.action.hexical:has_autograph": "验证器之馏化", + "hexical.page.has_autograph.summary": "检验给定玩家是否为所给物品组签过名。", + + "hexical.page.dyes.title": "染料", + "hexical.page.dyes.0": "染色法术和专用的 iota 可以用来改变方块和实体的颜色。染料 iota 代表一种颜色,也似乎同时象征着染色的$(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;接受一个玩家并返回其染色剂;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$()。", + "hexical.page.magic_missile.0": "弹射物有种几项特别的性质。它在存在大约 10 秒后会自动消失,击中实体或方块后会碎裂。它会穿过所有形式的盔甲和保护,也不受重力和水的影响。$(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,好在比第一参数简单不少。它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$()的不同之处在于,前者不会因为飞行速度快而造成更多伤害。飞弹还会产生一种奇怪的击退效果,无视实体的质量和弹射物的速度。", + + "hexcasting.action.hexical:prestidigitation": "戏法", + "hexical.page.prestidigitation.0": "此法术的效果并不单一固定,而是会执行许多不同的简单效果。它能与许多方块和实体交互,我也一直在发现它们的新用途。$(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。$(br2)而因为这只手仅是意识的投射,它仍与我相连,且无法使用仅限玩家的施法方式。我倒是还可以拿来打开$(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)$(o)食即药,药即食。$()", + + "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)还可在战斗中善用$(l:patterns/spells/pyrotechnics)烟花$()。$(br2)此外,还有$(l:patterns/spells/block_mimicry#hexical:dispense)$(action)一个法术$()能够发射药水和箭。", + + "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:crack_device": "破解设备", + "hexical.page.crack_device.summary": "对不包含$(hex)咒术$()的$(l:items/hexcasting)$(item)施法物品$()使用时,$(o)将其破解$()。经破解的施法物品会自豪地展现它们的$(hex)咒术$()。消耗大约 1 个$(l:items/amethyst)$(item)充能紫水晶$()。", + "hexical.page.crack_device.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$()。", + "hexcasting.action.hexical:flower": "构筑花卉", + "hexical.page.flower.summary": "在给定位置构筑一株花,品种任选。所需的花卉必须先经过标识。消耗大约 1/4 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.flower.description": "构筑处四周必须存在足够支撑植物的平坦表面。不要求它可以种植花卉;但如果不可种植,那么任何轻微的动作都会让花朵掉落。还可以在花盆处使用:法术会先尝试在其中构筑。$(br2)$(o)杂草不过是还未得人青睐的鲜花。$()", + "hexcasting.action.hexical:light": "荧亮", + "hexical.page.light.summary": "在给定位置构筑一个给定光照强度的隐形光源。消耗大约 1/4 个$(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,此法术均消耗 1 个$(l:items/amethyst)$(item)紫水晶粉$(),因此在快要无法安全呼吸时施法是最优选择。从潜水,到传送进方块内部,甚至于在陆地上维持海洋生物的生命,此法术都相当有用。$(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)咒术师们$()似乎研究过多种构筑物品的法术,以精进自身的技艺,或是方便多人合作。所得的物品大多只能笼统归入$(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)咒术师们$()一方一块都没有放置就建立起了一整座魔法工厂。$(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$(br)还要顶更好的帽子", + "hexcasting.action.hexical:dispense": "发射", + "hexical.page.dispense.summary": "接受一个物品实体、一个位置、一个轴向向量,并依此发射物品。对大多数使用环境而言,消耗大约 1/2 个$(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$()。它的适用范围更窄;大概是永远都用不上了。", + "hexcasting.action.hexical:smoke": "烟熏", + "hexical.page.smoke.summary": "特种化的$(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$()不同在于,此法术接受的是绝对坐标。无需消耗$(media)媒质$()。", + "hexcasting.action.hexical:absorb_arm": "附肢", + "hexical.page.absorb_arm.summary": "将$(l:greatwork/spellcircles)法术环$()连接至影响范围内的$(l:items/pedestal)$(item)支座$(),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。无需消耗$(media)媒质$()。", + "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": "压入玩家唤咒的时间,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$(hex)咒术师们$()唤咒时无需施放$(hex)咒术$(),而是会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 3 之间的数。$(br)- 0 对应简单的小型球状效果。$(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。", + "hexical.page.conjure_firework.2": "$(o)颜色$()$(br2)第五和第六个参数是$(l:patterns/spells/dyes)染料$()列表。第一个列表控制烟花的“初始”颜色,第二个列表控制烟花消散时的“渐变”颜色。第一列表中需至少含有一个染料;若不需“渐变”,第二个列表可以留空。", + "hexical.page.conjure_firework.3": "$(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)目的$()。无论传输多少物质,均消耗大约 1 个$(l:items/amethyst)$(item)紫水晶碎片$()。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 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$(thing)目的$()。$(br2)代表$(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)目的$()。对$(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)目的$()。即便对应位置处不存在容器方块,其仍可作为有效$(thing)目的$(),可用于向世界送出物品。$(br2)当确实存在容器方块时,它可作为$(thing)来源$(),也可作为$(thing)目的$()。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$()物品栏。自然,只有人类施法时才对此起效。$(br2)因为不管$(thing)来源$()还是$(thing)目的$()都不可能是数,在$(thing)来源$()或$(thing)目的$()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$(thing)来源$(),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)目的$()存储空间中某一位置的槽位数。处理加工时这个图案也很有用:扫描$(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)$(action)咒符$()法术可将任意物品变为独立的魔法物品,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)施加所给$(hex)咒术$()的咒符。接受一个$(hex)咒术$(),还需提供存入的$(media)媒质$()量,以$(l:items/amethyst)$(item)紫水晶粉$()计。消耗相应媒质量和额外 3 个$(l:items/amethyst)$(item)充能紫水晶$()。", + "hexical.page.charm.description": "四个布尔值参数对应攻击、潜行攻击、使用、潜行使用。$(br2)通过设为 True 的使用意图激活咒符物品,其中$(hex)咒术$()即会覆盖物品原有的功能。栈以代表所按键位的数起始,0 为攻击,1 为使用。$(br2)咒符物品还能被其他使用意图触发,该数最多可达到 7。", + "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。$(br2)我肯定已经不是世界的一部分了——就算穿墙也不会留下哪怕一丁点痕迹。$()", + + "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有反应。", + "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。" +} From 7951ee544211375f8004fad9a7b06c5d294b16ad Mon Sep 17 00:00:00 2001 From: ChuijkYahus <94828194+ChuijkYahus@users.noreply.github.com> Date: Tue, 29 Jul 2025 03:50:49 +0800 Subject: [PATCH 02/11] =?UTF-8?q?Hexical=20update=EF=BC=9A=E5=AE=98?= =?UTF-8?q?=E5=BA=93=E6=9B=B4=E6=96=B0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../modrinth-hexical/hexical/lang/en_us.json | 76 +++++++++++----- .../modrinth-hexical/hexical/lang/zh_cn.json | 88 +++++++++++++------ 2 files changed, 114 insertions(+), 50 deletions(-) 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 index 363f43529c67..98a06cf59b9f 100644 --- 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 @@ -103,17 +103,19 @@ "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", - "tooltip.hexical.scroll_glow": "Glowing", "hexical.autograph.header": "Autographed by:", "hexical.charmed": "Charmed", "hexical.cracked.cracked": "Cracked", - "hexical.cracked.program": "Hex: ", + "hexical.cracked.hex": "Cracked Hex: %s", "hexical.grimoire.contains": "Contains bindings for ", - "hexical.scarab.program": "Contains %s", + "hexical.hexburst.iota": "Held Iota: %s", + "hexical.hextito.hex": "Held Hex: %s", + "hexical.scarab.hex": "Trained Hex: %s", "hexical.recipe.transmute.media_free": "Free", "hexical.recipe.transmute.media_cost": "Costs %s dust", "hexical.recipe.transmute.media_yield": "Yields %s dust", @@ -128,7 +130,7 @@ "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.casting_device": "a device capable of casting Hexes", + "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", @@ -160,7 +162,7 @@ "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 non-empty list of numbers", + "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", @@ -177,7 +179,7 @@ "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:not_enough_slots": "%d does not fit in the capabilities of the inventory specified by %s.", + "hexcasting.mishap.hexical:invalid_slot": "%d does not fit in the capabilities of the inventory specified by %s.", "hexcasting.action.book.hexical:get_arch_lamp_position": "Arch. Refl.: Spatial", "hexcasting.action.book.hexical:get_arch_lamp_rotation": "Arch. Refl.: Rotational", @@ -244,8 +246,8 @@ "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. They also seem to not extinguish when flooded. When someone interacts with it though, it copies their pigment. I can also give it with a pigment item to change its color directly. To extinguish, $(thing)$(k:sneak) $(k:use)$().", - "hexical.page.hex_candle.1": "$(o)The doctor found himself in an immense cave lined with countless quivering candles, each representing the duration of a life.$()", + "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.", @@ -268,11 +270,13 @@ "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$() although weaker. My _Hexcasting vision seems to have been expanded.", - "hexical.page.casting_carpet.recipe": "$(o)Why is the red carpet red? It can be any color.$()", + "hexical.page.casting_carpet.1": "$(o)Why is the red carpet red? It can be any color.$()", "hexical.page.media_log.title": "Media Logs", - "hexical.page.media_log.0": "With _Hexes casting _Hexes, it is easy to lose track of my patterns and Nature is all too happy to punish my carelessness. _Hexcasters of old had a device they called an $(item)$(m)Error$() $(item)Media Log$() that recorded the last few patterns cast even by other $(l:patterns/meta)patterns$(), the last mishap, and the stack right before mishap in order to help them track down their errors. All $(item)Media Logs$() share the same memory.", - "hexical.page.media_log.1": "Sneak-$(k:use)ing clears the $(item)Media Log$() and starts recording until the next mishap.$(br2)$(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.$()", + "hexical.page.media_log.0": "_Hexcasting is an Art just waiting for me to lose track of my casting and Nature is all too ready to punish my carelessness the moment it happens.$(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.", @@ -284,8 +288,9 @@ "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 $(l:patterns/spells/hexical_spells#hexical:flower)can I$().", - "hexical.page.lei.summary": "Once I have recovered some $(item)Periwinkles$(), I can craft the flowers into a $(item)Lei$()! The $(item)Lei$() gives a small boost to my _Hexcasting reach, not unlike a $(l:items/lens)$(item)Scrying Lens$() although without the same ability to perceive extra information.", - "hexical.page.lei.description": "When worn, a $(item)Lei$() prevents Nature from claiming my life as payment for _Hexes.$(br2)Unlike other armor, a $(item)Lei$() can be placed on others if they are not currently wearing anything. Ancient _Hexcasters did this as a sign of endearment and affection due to the $(item)Lei$()'s protective and calming abilities, as well as the effort of obtaining the flowers.", + + "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 player 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.", @@ -301,6 +306,26 @@ "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 such as the $(l:patterns/great_spells/charm#hexical:discharm)$(action)Discharm$() spell or using up the _media given to the charm causes the $(item)Curio$() holding it 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": "$(o)A pedestal is as much a prison as any small, confined space.$()", @@ -310,7 +335,7 @@ "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 $(l:items/hand_lamps)$(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.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.", @@ -345,7 +370,7 @@ "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 $(l:items/hand_lamps)$(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 $(l:items/hand_lamps)$(item)Hand Lamp$().", + "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 a player currently has an active $(l:lamp/arch_lamps)$(item)Archgenie Lamp$().", @@ -385,8 +410,15 @@ "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", + "hexical.page.grok.0": "Whereas $(l:patterns/telepathy)Telepathy$() is concerned with reading my intentions and allowing my _Hexes to inform me, $(thing)Grokking$() deals with transferring iotas. The stack accessible with my $(l:items/staff)$(item)Staff$() is persistent, unlike the ones of $(l:items/hexcasting)$(item)casting devices$(). These two patterns allow me to push and pull iotas directly to it.", + "hexcasting.action.hexical:grok_pull": "Grokking Reflection", + "hexical.page.grok_pull.summary": "Pushes the top iota from my $(l:items/staff)$(thing)staff stack$() and removes it or pushes $(l:casting/influences)$(thing)Garbage$(). Subject to the Transgress Others mishap.", + "hexcasting.action.hexical:grok_push": "Grokking Gambit", + "hexical.page.grok_push.summary": "Pops an iota and pushes it onto my $(l:items/staff)$(thing)staff stack$(). Subject to the Transgress Others mishap.", + "hexical.page.telepathy.title": "Telepathy", - "hexical.page.telepathy": "_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.", + "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", @@ -417,7 +449,7 @@ "hexical.page.scroll.summary": "Pushes the change in scrolling I have performed since I have invoked $(thing)Telepathy$().", "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 $(thing)$(k: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 $(thing)$(k:use)$() with a $(l:items/scroll)$(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.", + "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$().", "hexcasting.action.hexical:read_shelf": "Librarian's Purification II", @@ -558,7 +590,7 @@ "hexical.page.sparkle.summary": "Produces a small sparkling particle of my desired position, color, and lifespan. Costs a negligible amount of _media.", "hexical.page.sparkle.description": "The first vector controls position and the second vector controls color. Each component should range from 0 to 1 and corresponds to red, green, and blueness respectively. The final number dictates how long the sparkle should remain in twentieths of a second, up to five seconds.$(br2)$(o)All that glitters is not gold.$()", "hexcasting.action.hexical:crack_device": "Crack Device", - "hexical.page.crack_device.summary": "When casted on a $(l:items/hexcasting)$(item)casting device$() without a _Hex, $(o)cracks it$(). Cracked casting devices proudly display their _Hexes. Costs about one $(l:items/amethyst)$(item)Charged Amethyst$().", + "hexical.page.crack_device.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$().", "hexical.page.crack_device.description": "This spell will blind me for a quite a duration if I attempt to expose the innerworkings of an already-written device. For a moment though, I believe I had glimpsed the _Hex before my eyes and brain filled with _media.$(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:flower": "Conjure Flower", "hexical.page.flower.summary": "Conjures a flower of my choosing at a location. I must have identified this flower at some point before. Costs about a quarter of an $(l:items/amethyst)$(item)Amethyst Dust$().", @@ -617,9 +649,9 @@ "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. Free.", + "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 $(l:items/pedestal)$(item)Pedestal$() within ambit to use as its $(o)other arm$(). Useful for certain spells that demand an item held in my other hand. Free.", + "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.", "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$().", @@ -700,7 +732,7 @@ "hexical.page.charm.0": "The $(l:patterns/great_spells/charm)$(action)Charm$() spell transforms any 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 the amount of _media to bestow in $(l:items/amethyst)$(item)Amethyst Dust$(). Consumes the battery and about three $(l:items/amethyst)$(item)Charged Amethyst$().", - "hexical.page.charm.description": "The four booleans correspond to attacking, sneak-attacking, using, and sneak-using.$(br2)When I use a charmed item with an intent set as true, the charm casts the _Hex in place of the original function. It starts the stack with a number corresponding to the button pressed, 0 for attacking and 1 for using.$(br2)Charmed items can also pick up additional intents, pushing numbers up to seven.", + "hexical.page.charm.description": "The first and second list are used when I am standing and sneaking respectively. When I hold a charmed item, my inputs have an assigned number up to seven; 0 and 1 are the basics for attacking and using respectively.$(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", @@ -727,4 +759,4 @@ "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 index b9a55928416e..4ccf80347471 100644 --- 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 @@ -103,17 +103,19 @@ "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", - "tooltip.hexical.scroll_glow": "发光", "hexical.autograph.header": "由以下人士亲笔签名:", "hexical.charmed": "咒符", "hexical.cracked.cracked": "已破解", - "hexical.cracked.program": "咒术:", + "hexical.cracked.hex": "破解出的咒术:%s", "hexical.grimoire.contains": "含有以下图案的绑定:", - "hexical.scarab.program": "含有:%s", + "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.transmute.media_free": "无需消耗", "hexical.recipe.transmute.media_cost": "消耗%s个紫水晶粉", "hexical.recipe.transmute.media_yield": "产出%s个紫水晶粉", @@ -128,7 +130,7 @@ "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.casting_device": "一个可施放咒术的设备", + "hexcasting.mishap.bad_item.casting_device": "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", @@ -160,7 +162,7 @@ "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", @@ -177,7 +179,7 @@ "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:not_enough_slots": "%d不适用于%s指定的存储空间。", + "hexcasting.mishap.hexical:invalid_slot": "%d不适用于%s指定的存储空间。", "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", @@ -244,11 +246,11 @@ "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。把它泡在水里也似乎无法让其熄灭。若有人与其交互,它会复制该人的染色剂。也可以手持染色剂物品右击直接改变它的颜色。熄灭则需$(thing)$(k:sneak)+$(k:use)$()。", - "hexical.page.hex_candle.1": "$(o)医生发现自己身处一个巨大的洞穴之中,那里面排满了无数颤动着火焰的蜡烛,每一支都代表了一个生命的长短。$()", + "hexical.page.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$()来说,它的玻璃外壁还是太厚了。我也曾听过故事称古代$(hex)咒术师们$()解决了这个难题,成功把液态$(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$()也有回收媒质的神奇功能。", + "hexical.page.media_jar.0": "我成功把我手头的$(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$()法术也是一样。", "hexical.recipe.alchemists_take_this.header": "制金", @@ -268,14 +270,16 @@ "hexical.page.casting_carpet.title": "施法地毯", "hexical.page.casting_carpet.0": "我可以将$(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.recipe": "$(o)红地毯为什么非要是红色?它可以是任何颜色的。$()", + "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": "让$(hex)咒术$()去施放$(hex)咒术$(),图案就变得很难追踪;自然则乐于惩罚我的粗心大意。古代的$(hex)咒术师$()有一件“$(item)$(m)错误$()$(item)媒质木志$()”:它能记录最后几个运行的图案,连$(l:patterns/meta)图案$()运行的图案都行;它还能显示最后一次事故,以及事故前的栈,方便追踪错误。所有$(item)媒质木志$()共享同一个存储空间。", - "hexical.page.media_log.1": "潜行按下$(k:use)可清空$(item)媒质木志$(),可让它继续记录至下一次事故。$(br2)$(o)你看到的可能只是一堆收据,我却看到的是一则故事。我看得出来这个故事的走向,而且这个走向不是很好。$()", + "hexical.page.media_log.0": "研习$(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$(l:items/hexcasting)施法物品$()时我犯的错。$(br2)拿住它然后沉思,它就会为我依次揭示最后施放的若干图案(甚至包括$(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$(hex)咒术师们$()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.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", @@ -284,11 +288,12 @@ "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/hexical_spells#hexical:flower)我也可以$()。", - "hexical.page.lei.summary": "成功复原几簇$(item)长春花$()之后,即可用它们制作$(item)花冠$()了!$(item)花冠$()会小幅增强我的$(hex)咒法学$()视野,和$(l:items/lens)$(item)探知透镜$()比较像,只不过没有读取额外信息的功能。", - "hexical.page.lei.description": "佩戴后,$(item)花冠$()还能阻止自然把我的生命抽去施放$(hex)咒术$()。$(br2)和其他盔甲不同的是,如果其他玩家没有穿戴任何东西,就可直接为他们戴上$(item)花冠$()。古代的$(hex)咒术师$()将这种行为视作表达亲昵和爱慕;这是因为$(item)花冠$()具有防御和安神功能,也是因为需要费一番功夫才能采到长春花。", + + "hexical.page.lei.summary": "成功复原几簇$(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$(hex)咒术$()。$(br2)如果其他玩家没有穿戴头盔,就可为他们戴上$(item)花冠$()。$(hex)咒术师$()将这种行为视作表达亲昵和爱慕;这既是因为$(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)咒术师们$()还制造了这些好看的$(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.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。$(br2)偶来拜访的流浪商人可能会在旅途中捡到一两个。", "hexical.page.plushies.hexxy": "看着有些呆。放在物品栏里总给我种焦虑感。", "hexical.page.plushies.thothy": "好像在睡觉。带着它的时候会有种奇特的确定感,就好像它在守护我一样。", "hexical.page.plushies.irissy": "不管放在哪里都像在盯着我。伟大的 Irissy 啊,你曾见过何物?", @@ -301,6 +306,26 @@ "hexical.page.wooleyed_potion.header": "毡障药水", "hexical.page.wooleyed_potion.1": "将$(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": "$(o)支座和所有狭小局促的空间一样——都和监狱差不多。$()", @@ -310,7 +335,7 @@ "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$(l:items/hand_lamps)$(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.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$()里有一个存在,它的施法能力与我相当。", @@ -345,7 +370,7 @@ "hexical.page.promote_lamp.summary": "在另一只手中持有神灯时施放。消耗大约 10 个$(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": "$(l:items/hand_lamps)$(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$(l:items/hand_lamps)$(item)手持式神灯$()一样。", + "hexical.page.arch_lamps.0": "$(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。$()", "hexcasting.action.hexical:has_arch_lamp": "大精灵之纯化", "hexical.page.has_arch_lamp.summary": "判断玩家当前是否已启动$(l:lamp/arch_lamps)$(item)大精灵神灯$()。", @@ -371,7 +396,7 @@ "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$(hex)咒术师们$()会把这些图案用在某种$(o)庞大的图书馆$()中。", + "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", @@ -385,8 +410,15 @@ "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", + "hexical.page.grok.0": "$(l:patterns/telepathy)心灵感应$()主要着眼于读取我的意图,以让我的$(hex)咒术$()通知我。$(thing)意会感知$()则主要用来传递 iota。和$(l:items/hexcasting)$(item)施法物品$()的栈不同,用$(l:items/staff)$(item)法杖$()访问的栈是持久化的。这两个图案可以直接对法杖栈压入和弹出 iota。", + "hexcasting.action.hexical:grok_pull": "意会感知之精思", + "hexical.page.grok_pull.summary": "取走我$(l:items/staff)$(thing)法杖栈$()的栈顶 iota,并交给当前施法环境;或是会压入$(l:casting/influences)$(thing)垃圾$()。会招致“违犯他人”事故。", + "hexcasting.action.hexical:grok_push": "意会感知之策略", + "hexical.page.grok_push.summary": "移除栈顶 iota 并将其压入$(l:items/staff)$(thing)法杖栈$()栈顶。会招致“违犯他人”事故。", + "hexical.page.telepathy.title": "心灵感应", - "hexical.page.telepathy": "$(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$()开放的,我可以从其读取意图或向其写入思维。", + "hexical.page.telepathy.0": "$(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", @@ -417,7 +449,7 @@ "hexical.page.scroll.summary": "压入我在$(thing)心灵感应$()后滚轮滚动的量。", "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$()按下$(thing)$(k:use)$()或使用$(l:patterns/spells/prestidigitation)魔法交互$(),以将其中 iota 复制到栈中。也可手持$(l:items/scroll)$(item)卷轴$()按下$(thing)$(k:use)$(),以将其图案键复制到其上。还有一系列图案能向影响范围内的$(l:greatwork/akashiclib)$(item)书架$()和$(l:items/slate)$(item)石板$()写入与读取,无需消耗$(media)媒质$()。", + "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。还有一系列图案能向影响范围内的$(l:greatwork/akashiclib)$(item)书架$()和$(l:items/slate)$(item)石板$()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$()的键。", "hexcasting.action.hexical:read_shelf": "图书管理员之纯化,第二型", @@ -558,7 +590,7 @@ "hexical.page.sparkle.summary": "在给定位置以给定颜色和持续时间制造一颗闪光的小粒子。消耗极少量$(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:crack_device": "破解设备", - "hexical.page.crack_device.summary": "对不包含$(hex)咒术$()的$(l:items/hexcasting)$(item)施法物品$()使用时,$(o)将其破解$()。经破解的施法物品会自豪地展现它们的$(hex)咒术$()。消耗大约 1 个$(l:items/amethyst)$(item)充能紫水晶$()。", + "hexical.page.crack_device.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$()。", "hexical.page.crack_device.description": "如果试图破解已经写入过的设备的内部结构,法术便会让我眼盲一段时间。不过,我认为好像有一瞬,我看到了$(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:flower": "构筑花卉", "hexical.page.flower.summary": "在给定位置构筑一株花,品种任选。所需的花卉必须先经过标识。消耗大约 1/4 个$(l:items/amethyst)$(item)紫水晶粉$()。", @@ -580,7 +612,7 @@ "hexical.page.break_silk.summary": "轻柔地破坏方块,从而更好地保留方块构造。消耗大约 1/2 个$(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$(hex)咒术师们$()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。$()", + "hexical.page.conjurable_delights.0": "古代的$(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", @@ -598,7 +630,7 @@ "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$(hex)咒术师们$()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", + "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: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。对大多数使用环境而言,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)$(o)如有要求,我也会执行拥抱。$()", @@ -617,9 +649,9 @@ "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。无需消耗$(media)媒质$()。", + "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$(l:items/pedestal)$(item)支座$(),以将其视作$(o)另一只手$()。适合需要另一只手中持有物品的法术。无需消耗$(media)媒质$()。", + "hexical.page.absorb_arm.summary": "将$(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。", "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。", @@ -631,7 +663,7 @@ "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": "压入玩家唤咒的时间,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$(hex)咒术师们$()唤咒时无需施放$(hex)咒术$(),而是会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.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", @@ -700,7 +732,7 @@ "hexical.page.charm.0": "$(l:patterns/great_spells/charm)$(action)咒符$()法术可将任意物品变为独立的魔法物品,也即,和$(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": "$(br)施加所给$(hex)咒术$()的咒符。接受一个$(hex)咒术$(),还需提供存入的$(media)媒质$()量,以$(l:items/amethyst)$(item)紫水晶粉$()计。消耗相应媒质量和额外 3 个$(l:items/amethyst)$(item)充能紫水晶$()。", - "hexical.page.charm.description": "四个布尔值参数对应攻击、潜行攻击、使用、潜行使用。$(br2)通过设为 True 的使用意图激活咒符物品,其中$(hex)咒术$()即会覆盖物品原有的功能。栈以代表所按键位的数起始,0 为攻击,1 为使用。$(br2)咒符物品还能被其他使用意图触发,该数最多可达到 7。", + "hexical.page.charm.description": "第一个列表对应站直时的触发条件,第二个对应潜行时的。持有咒符物品时,我传入的输入分别对应着依次递增、最大为 7 的数;其中 0 对应平常的攻击,1 对应平常的使用。$(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", From 819b65276ada981272696ece51d189a3b338bf60 Mon Sep 17 00:00:00 2001 From: ChuijkYahus <94828194+ChuijkYahus@users.noreply.github.com> Date: Thu, 7 Aug 2025 15:53:03 +0800 Subject: [PATCH 03/11] =?UTF-8?q?Hexical=20update=EF=BC=9A=E5=AE=98?= =?UTF-8?q?=E5=BA=93=E6=9B=B4=E6=96=B0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../modrinth-hexical/hexical/lang/en_us.json | 679 ------------------ .../modrinth-hexical/hexical/lang/zh_cn.json | 679 ------------------ .../modrinth-hexical/hexical/lang/en_us.json | 25 +- .../modrinth-hexical/hexical/lang/zh_cn.json | 27 +- 4 files changed, 31 insertions(+), 1379 deletions(-) delete mode 100644 projects/1.19/assets/modrinth-hexical/hexical/lang/en_us.json delete mode 100644 projects/1.19/assets/modrinth-hexical/hexical/lang/zh_cn.json diff --git a/projects/1.19/assets/modrinth-hexical/hexical/lang/en_us.json b/projects/1.19/assets/modrinth-hexical/hexical/lang/en_us.json deleted file mode 100644 index 872ae011c8fb..000000000000 --- a/projects/1.19/assets/modrinth-hexical/hexical/lang/en_us.json +++ /dev/null @@ -1,679 +0,0 @@ -{ - "advancements.hexical.arch_lamp.title": "Daemon", - "advancements.hexical.arch_lamp.description": "Acquire an archgenie lamp.", - - "advancements.hexical.reload_lamp.title": "Phenomenal Cosmic Powers!", - "advancements.hexical.reload_lamp.description": "Reload the lamp.", - "advancements.hexical.educate_genie.title": "New Order", - "advancements.hexical.educate_genie.description": "Educate the genie with new instructions.", - "advancements.hexical.lamp.title": "Diamond in the Rough", - "advancements.hexical.lamp.description": "Acquire a genie lamp.", - "advancements.hexical.augmented_reality.title": "Augmented Reality", - "advancements.hexical.augmented_reality.description": "Conjure a speck.", - "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.hallucinate.title": "Only In My Head", - "advancements.hexical.hallucinate.description": "Play a sound only you can hear!", - "advancements.hexical.media_slurp.title": "Tripping", - "advancements.hexical.media_slurp.description": "\"You sense that something is off.\"", - - "block.hexical.hex_candle": "Hex Candle", - "block.hexical.mage_block": "Mage Block", - "block.hexical.media_jar": "Media Jar", - "death.attack.magic_missile": "%1$s was magically pierced by %2$s", - "death.attack.magic_missile.item": "%1$s was magically pierced by %2$s using %3$s", - "death.attack.spike": "%1$s was skewered by %2$s", - "death.attack.spike.item": "%1$s was skewered by %2$s using %3$s", - "entity.hexical.living_scroll": "Living 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.telepathy": "Telepathy", - "item.hexical.arch_lamp": "Archgenie Lamp", - "item.hexical.conjured_compass": "Conjured Compass", - "item.hexical.conjured_staff": "Conjured Staff", - "item.hexical.grimoire": "Grimoire", - "item.hexical.hexburst": "Hexburst", - "item.hexical.hextito": "Hextito", - "item.hexical.lamp": "Hand Genie Lamp", - "item.hexical.gauntlet_staff": "Gauntlet Staff", - "item.hexical.lightning_rod_staff": "Lightning Rod Staff", - "item.hexical.living_scroll_small": "Small Living Scroll", - "item.hexical.living_scroll_medium": "Medium Living Scroll", - "item.hexical.living_scroll_large": "Large Living Scroll", - "itemGroup.hexical.general": "Hexical", - "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.sudden_realization": "Idea pops", - "subtitles.hexical.player_slurp": "Player slurps", - "subtitles.hexical.candle_flares": "Candle crackles", - "subtitles.hexical.replenish_air": "Air appears", - "tooltip.hexical.scroll_aged": "Aged", - "tooltip.hexical.scroll_glow": "Glowing", - "tooltip.hexical.scroll_vanished": "Vanished", - "particle.minecraft.soul_7": "", - "misc.hexical.media_vision": "", - - "hexical.autograph.header": "Autographed by:", - - "hexical.fortune.0": "It is certain.", - "hexical.fortune.1": "It is decidedly so.", - "hexical.fortune.2": "Without a doubt.", - "hexical.fortune.3": "Yes definitely.", - "hexical.fortune.4": "You may rely on it.", - "hexical.fortune.5": "As I see it, yes.", - "hexical.fortune.6": "Most likely.", - "hexical.fortune.7": "Outlook good.", - "hexical.fortune.8": "Yes.", - "hexical.fortune.9": "Signs point to yes.", - "hexical.fortune.10": "Reply hazy, try again.", - "hexical.fortune.11": "Ask again later.", - "hexical.fortune.12": "Better not tell you now.", - "hexical.fortune.13": "Cannot predict.", - "hexical.fortune.14": "Concentrate and ask again.", - "hexical.fortune.15": "Don't count on it.", - "hexical.fortune.16": "My reply is no.", - "hexical.fortune.17": "My sources say no.", - "hexical.fortune.18": "Outlook not so good.", - "hexical.fortune.19": "Very doubtful.", - - "hexcasting.mishap.bad_block.akashic_bookshelf": "an akashic bookshelf", - "hexcasting.mishap.bad_block.mage_block": "a mage block", - "hexcasting.mishap.bad_block.prestidigitation": "a prestidigitation-sensitive block", - "hexcasting.mishap.bad_item.grimoire": "a grimoire", - "hexcasting.mishap.bad_item.firework_star": "a firework star", - "hexcasting.mishap.bad_item.has_brain": "a villager capable of thought", - "hexcasting.mishap.bad_item.smart_villager": "a Journeyman or greater level villager", - "hexcasting.mishap.bad_item.lamp_full": "a lamp with media", - "hexcasting.mishap.bad_item.lamp": "a lamp", - "hexcasting.mishap.bad_item.living_scroll": "a living scroll", - "hexcasting.mishap.bad_item.prestidigitation": "a prestidigitation-sensitive entity", - "hexcasting.mishap.bad_item.mesh": "a mesh", - "hexcasting.mishap.bad_item.speck": "a speck", - "hexcasting.mishap.bad_item.specklike": "a specklike entity", - "hexcasting.mishap.invalid_value.axis_vector": "an axis vector", - "hexcasting.mishap.invalid_value.solid_block": "a non-air block", - "hexcasting.mishap.invalid_value.entity_or_vector": "an entity or a vector", - "hexcasting.mishap.invalid_value.pattern_list": "a list with only patterns", - "hexcasting.mishap.invalid_value.mesh_design": "a list of up to 32 vectors with magnitudes less than 10", - "hexcasting.mishap.invalid_value.class.dye": "a dye", - "hexcasting.mishap.invalid_value.class.identifier": "an identifier", - "hexcasting.mishap.invalid_value.class.pigment": "a pigment", - "hexcasting.mishap.invalid_value.true_dye": "a colored dye", - "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.enchantment_id": "an identifier of an enchantment type", - "hexcasting.mishap.invalid_value.block_id": "an identifier of a block type", - "hexcasting.mishap.invalid_value.item_id": "an identifier of an item type", - "hexcasting.mishap.invalid_value.food_id": "an identifier of a food item type", - "hexcasting.mishap.invalid_value.status_effect_id": "an identifier of a status effect type", - "hexcasting.mishap.invalid_value.potion_holding": "a food, potion, or tipped arrow item entity", - "hexcasting.mishap.invalid_value.identifiable": "an identifiable target", - "hexcasting.mishap.invalid_value.integer_natural": "an integer greater than 0", - "hexcasting.mishap.invalid_value.recognizable": "a target with extra information", - "hexcasting.mishap.invalid_value.lenient_living": "a living entity or an armor stand", - "hexcasting.mishap.invalid_value.nonempty_list": "a non-empty list", - "hexcasting.mishap.invalid_value.true_dye_list": "a list of colored dyes", - "hexcasting.mishap.hexical:active_arch_lamp": "Expected an active Arch Lamp in the inventory.", - "hexcasting.mishap.hexical:can_not_dye": "Expected a dyeable target", - "hexcasting.mishap.hexical:inedible": "Wristpocketed item is not edible.", - "hexcasting.mishap.hexical:needs_chorus_fruit": "Needs chorus fruit within inventory.", - "hexcasting.mishap.hexical:needs_conjured_staff": "Expected to be cast by a Conjured Staff.", - "hexcasting.mishap.hexical:needs_lamp": "Expected to be cast by a Genie Lamp.", - "hexcasting.mishap.hexical:needs_hand_lamp": "Expected to be cast by a Hand Genie Lamp.", - "hexcasting.mishap.hexical:needs_arch_lamp": "Expected to be cast by a Archgenie Lamp.", - "hexcasting.mishap.hexical:needs_skippable": "Expected to be run inside of Sisyphus' Gambit or Thoth's Gambit.", - "hexcasting.mishap.hexical:needs_thoth": "Expected to be run inside of Thoth's Gambit.", - "hexcasting.mishap.hexical:outside_circle": "Spell exceeds the domain of the spell circle.", - "hexcasting.mishap.hexical:themis": "Expected a number at the top of the pseudo-stack.", - - "hexcasting.spell.book.hexical:theodolite": "Theodolite Purif.", - "hexcasting.spell.book.hexical:damage_stack": "Deterioration Purif.", - "hexcasting.spell.book.hexical:get_arch_lamp_position": "Arch. Refl.: Spatial", - "hexcasting.spell.book.hexical:get_arch_lamp_rotation": "Arch. Refl.: Rotational", - "hexcasting.spell.book.hexical:get_arch_lamp_velocity": "Arch. Refl.: Kinetic", - "hexcasting.spell.book.hexical:get_arch_lamp_use_time": "Arch. Refl.: Temporal", - "hexcasting.spell.book.hexical:get_arch_lamp_media": "Arch. Refl.: Media", - "hexcasting.spell.book.hexical:get_arch_lamp_storage": "Arch. Refl.: Memory", - "hexcasting.spell.book.hexical:get_effect_amplifier": "Concentration Dstl.", - "hexcasting.spell.book.hexical:get_effects_item": "Prescription Purif.", - "hexcasting.spell.book.hexical:get_enchantments": "Thaumaturgist's Purif.", - "hexcasting.spell.book.hexical:breedable": "Reproduction Purif.", - "hexcasting.spell.book.hexical:get_hand_lamp_position": "Genie Refl.: Spatial", - "hexcasting.spell.book.hexical:get_hand_lamp_rotation": "Genie Refl.: Rotational", - "hexcasting.spell.book.hexical:get_hand_lamp_velocity": "Genie Refl.: Kinetic", - "hexcasting.spell.book.hexical:get_hand_lamp_use_time": "Genie Refl.: Temporal", - "hexcasting.spell.book.hexical:get_hand_lamp_media": "Genie Refl.: Media", - "hexcasting.spell.book.hexical:get_hand_lamp_storage": "Genie Refl.: Memory", - "hexcasting.spell.book.hexical:get_biome": "Geographical Purif.", - "hexcasting.spell.book.hexical:get_weather": "Meterologist's Refl.", - "hexcasting.spell.book.hexical:recognize": "Recognizer's Purif.", - "hexcasting.spell.book.hexical:shuffle_pattern": "Glyphmaker's Dstl.", - "hexcasting.spell.book.hexical:zone_specklike": "Zone Dstl.: Specklike", - "hexcasting.spell.book.hexical:modify_block_bouncy": "Bouncy", - "hexcasting.spell.book.hexical:modify_block_energized": "Energized", - "hexcasting.spell.book.hexical:modify_block_ephemeral": "Ephemeral", - "hexcasting.spell.book.hexical:modify_block_invisible": "Invisible", - "hexcasting.spell.book.hexical:modify_block_replaceable": "Replaceable", - "hexcasting.spell.book.hexical:modify_block_semipermeable": "Semi-Permeable", - "hexcasting.spell.book.hexical:modify_block_volatile": "Volatile", - "hexcasting.spell.book.hexical:read_shelf": "Librarian's Purif. II", - - "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 suggesting new spells to me. The _media itself also feels more malleable, more $(o)workable$(), allowing me to manipulate it into precise specialized effects.", - "hexical.page.hexical_changes.1": "I also find my tools more familiar. I notice I require less concentration with my $(l:items/staff)$(item)staff$() and can move around while using it, handy for chasing down targets that get out of my line of sight before I can finish my raycast. I shouldn't become too relaxed though, Nature has not become more forgiving of my mistakes. I can also write directly into my $(l:items/abacus)$(item)abacus$() with $(l:patterns/readwrite#hexcasting:write)Scribe's Gambit$().", - "hexical.page.lightning_rod_staff.0": "By fixing a block of amethyst to some 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": "Staffs are quite heavy to wield and finnicky to hold. In case I tire of them, I can construct a gauntlet-like \"$(l:items/staff)$(item)staff$()\" to grasp and warp the media to my will with my own fingers.", - "hexical.page.gauntlet_staff.1": "$(o)Wait, what are fingers??$()", - - "hexical.page.grimoire.title": "Grimoires", - "hexical.page.grimoire.0": "By encrusting an $(item)enchanted book$() with charged amethyst and $(l:items/edified)$(item)edified wood$()$(), it traps _media within the pages like an echo chamber. I can then introduce a pattern-to-pattern-list binding for the $(item)grimoire$() to keep bouncing endlessly inside.", - "hexical.page.grimoire.1": "When I then cast the $(l:patterns/patterns_as_iotas)pattern$() associated with a pattern list with my $(l:items/staff)$(item)staff$() and the $(item)grimoire$() in my inventory, the pattern $(o)expands$() with a faint sound of a _Hex being cast. I create shortcuts for tedious tasks with this, like the raycast mantra or large patterns. The $(item)grimoire$() can even hijack Nature's patterns, to overwrite or add extra functionality.$(br2)$(o)If there's a book that you want to read, but it hasn't been written yet, then you must write it.$()", - "hexcasting.spell.hexical:write_grimoire": "Write Grimoire", - "hexical.page.write_grimoire.summary": "Writes a pattern-to-pattern-list binding into the $(item)grimoire$() in my offhand.", - "hexcasting.spell.hexical:erase_grimoire": "Erase Grimoire", - "hexical.page.erase_grimoire.summary": "Erases the pattern-list binding to the pattern in the $(item)grimoire$() in my offhand if it exists.", - "hexcasting.spell.hexical:index_grimoire": "Archivist Reflection", - "hexical.page.index_grimoire.summary": "Gets a list of all patterns stored in the $(item)grimoire$().", - - "hexical.page.hex_candle.title": "Hex Candles", - "hexical.page.hex_candle.0": "When ignited for the first time, either $(l:hexical:patterns/spells/prestidigitation)magically$() or with a $(item)flint and steel$(), these delightful little candles have pale white flames. When someone interacts with it though, it happily copies their pigment. I can also right-click it with a pigment item to change its color directly. To extinguish, sneak right-click.", - - "hexical.page.living_scroll.title": "Living Scrolls", - "hexical.page.living_scroll.0": "Living scrolls are mixed with a pinch of amethyst, enchanting the ink to move and wiggle like the patterns I draw with my $(l:items/staff)$(item)staff$(). Not only that, living scrolls can display lists of patterns.$(br2)$(o)You can't be a proper writer without a touch of madness, can you?$()", - "hexical.page.living_scroll.1": "I can freely write and rewrite the scroll's patterns at any time, along with reading it back out. The scroll accepts only a list of pattern iotas, or a pattern iota which is automatically wrapped in a list. When displaying a list of patterns, a living scroll shows one pattern at a time. It changes once per second. Even when I write the same pattern list to two of them at two different moments of their cycle, they end up in sync.", - "hexical.page.living_scroll.2": "What follows are some spells I've found for manipulation of living scrolls. The changes caused by these most enchantments can be reverted by casting the spell on the scroll again. They are all free.", - "hexcasting.spell.hexical:age_scroll": "Age Scroll", - "hexical.page.age_scroll.summary": "Yellows the parchment of the scroll, making it bear striking semblance to some ancient scrolls I've been finding.", - "hexcasting.spell.hexical:glow_scroll": "Illuminate Ink", - "hexical.page.glow_scroll.summary": "Causes the ink of a living scroll to brightly glow in the dark.", - "hexcasting.spell.hexical:color_scroll": "Dye Ink", - "hexical.page.color_scroll.summary": "Changes the color of a living 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.spell.hexical:vanish_scroll": "Vanish Scroll", - "hexical.page.vanish_scroll.summary": "Causes the scroll paper to become invisible, leaving only the pattern, making it appear as though the pattern were magically etched into the surface.", - - "hexical.page.media_jar.title": "Media Jar", - "hexical.page.media_jar.0": "I can craft this little decorative jar of liquid _media that glows quite brightly. Unfortunately, it seems 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 being able to bottle up liquid _media and use it for their _Hexes.", - "hexical.page.media_jar.1": "A similar item was built by prior _Hexcasters and they seemed to use it as crystal ball by sipping the fluid. Holding the energy of thought that permeates existence, perhaps its answers hold some merit.$(br2)$(o)Signs point to yes.$()", - - "hexical.category.lamp": "Genie Lamp", - "hexical.category.lamp.desc": "I have heard tales from the villagers about a magical artifact. Legends say it contains a spirit that grants wishes, but I suspect that is just embellishment evolved over centuries of storytelling. However, legends must arise from something and I dedicate this section to my pursuit and research of it.", - - "hexcasting.spell.hexical:lamp_finale": "Finale Reflection", - "hexical.page.lamp_finale.hand": "The instant I let go of my 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 archgenie lamp is turned off, it casts an additional time. I can use this pattern to recognize when whether a cast is that last burst of energy.", - - "hexical.page.mysterious_lamp.title": "Mysterious Lamp", - "hexical.page.mysterious_lamp.0": "At last I've obtained the subject of a thousand years of rumor! To think a mere wandering trader was in possession of such a strong artifact. The oil 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. There is also a presence inside with casting capabilities similar to my own.", - "hexcasting.spell.hexical:educate_genie": "Educate Genie", - "hexical.page.educate_genie.summary": "Teaches the presence my intentions. Because I am $(o)teaching$() an entity rather than $(o)etching$() a $(l:items/hexcasting)$(item)casting device$(), I can freely revise the _Hex and reteach the genie any time without losing the _media.", - - "hexical.page.new_possibilities.title": "New Possibilities", - "hexical.page.new_possibilities.0": "It casts $(o)$(l)EVERY INSTANT$(). After writing a spell into it, I was treated to a splendid unceasing gush of _media. I estimate the casting speed must be around twenty times every second. The genie performs the casting with extraordinary efficiency, producing little of the sounds and particles that accompany other casting methods.", - "hexical.page.new_possibilities.1": "I have developed some useful patterns to communicate with the genie for information, documented on the next few pages. These patterns must only be cast by the genie within the lamp, lest I succumb to the Impersonate Genie mishap, which emits red sparks and yanks my casting item from my hand.$(br2)$(o)Yeah, but your $(l)$(o)hexcasters$()$(o) were so preoccupied with whether or not they could, they didn't stop to think if they should.$()", - "hexcasting.spell.hexical:get_hand_lamp_position": "Genie Reflection: Spatial", - "hexical.page.get_hand_lamp_position.summary": "Pushes my original position when I began using the lamp.", - "hexcasting.spell.hexical:get_hand_lamp_rotation": "Genie Reflection: Rotational", - "hexical.page.get_hand_lamp_rotation.summary": "Pushes my original rotation when I began using the lamp.", - "hexcasting.spell.hexical:get_hand_lamp_velocity": "Genie Reflection: Kinetic", - "hexical.page.get_hand_lamp_velocity.summary": "Pushes my original velocity when I began using the lamp.", - "hexcasting.spell.hexical:get_hand_lamp_use_time": "Genie Reflection: Temporal", - "hexical.page.get_hand_lamp_use_time.summary": "Pushes how many times the lamp has cast. Divided by 20, it is the number of seconds since I began using the lamp.", - "hexcasting.spell.hexical:get_hand_lamp_media": "Genie Reflection: Media", - "hexical.page.get_hand_lamp_media.summary": "Pushes the remaining _media of the lamp, in units of dust.", - "hexcasting.spell.hexical:with_hand_lamp": "Genie Reflection", - "hexical.page.with_hand_lamp.summary": "Pushes whether this _Hex is being cast by a handheld genie lamp.", - "hexcasting.spell.hexical:get_hand_lamp_storage": "Genie Reflection: Memory", - "hexical.page.set_hand_lamp_storage.summary": "Sets an internal storage of my lamp to any iota. Strangely allows bypassing the Transgress Others mishap, perhaps because it requires my active concentration to use this lamp.", - "hexcasting.spell.hexical:set_hand_lamp_storage": "Genie Gambit", - "hexical.page.get_hand_lamp_storage.summary": "Retrieves an iota from my hand lamp's internal storage, returns null by default.", - - "hexical.page.offerings.title": "Offerings", - "hexical.page.offerings.0": "Hex casting 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 spell circles, the rate of casting is slow enough that a mind can recuperate; I will never need to replace an impetus. With the speeds lamps operates at, though, even an optimized mind can feel strain.", - "hexical.page.offerings.1": "The lamp traps the genie and any attempts to refuel it will free it. Thus, the only way to recharge a genie lamp is to simultaneously replace the _media $(o)and$() the genie, forcing a new mind to work in its stead. A villager will do quite nicely. That is the spell that I have devised.$(br2)$(o)My name? My name is... oh god, why can't I remember my name?$()", - "hexcasting.spell.hexical:offer_mind": "Offer Mind", - "hexical.page.offer_mind.summary": "Can be cast by me to $(o)borrow$() the experiences and memory of a villager and give it to the lamp in my offhand. The spell itself costs one charged amethyst, plus the _media I'm giving.", - "hexical.page.offerings.2": "Notably, this spell will $(o)not$() kill the villager. It splinters off a section of their mind to serve as the genie and for the villager's main consciousness only results in amnesia. I have heard rumors of ancient Hexcasters $(o)growing$() villager minds like crops using this property, consuming them to recharge their lamps, and allowing them to regenerate their lost knowledge in between.", - "hexical.page.offerings.3": "Not all villagers can be a genie. I estimate there is so little media potential in any villager lesser than Journeyman-grade that the spell would simply fail. Having most of its workings $(o)optimized$() purely for casting, I doubt an Expert villager will perform any better than a Journeyman. However, certain skills may still affect the quality of casting. My notes on that on the next page.", - "hexical.page.offerings.4": "Ingrained memories and inherent abilities seem to be able to survive the optimization process. A master villager who has honed its craft to perfection has internalized its knowledge so deeply, that it casts differently. A wandering villager who has spent its life travelling the world may be so attuned to exploration that the way it casts reflects its experience.", - - "hexical.page.arch_lamps.title": "Archgenie Lamps", - "hexical.page.arch_lamps.0": "Rather just losing memories, the master villager's mind exited its body and completely supplanted the original genie. Because a separate entity casts my spells, a lamp should be able to cast even without me holding it. These archgenie lamps are activated and deactivated rather than used and while active in my inventory, they cast every moment even without my input.", - "hexical.page.arch_lamps.1": "The output of an archgenie lamp is so grand that it saturates the air around me with _media... it's incredible. Unfortunately, if two lamps are active at once within my inventory, the resonances clash and deactivate both lamps, as well as rendering every archgenie lamp in my inventory useless for a few seconds. I should only have one archgenie lamp active at once, although I can still simultaneously use a regular lamp.", - "hexical.page.arch_lamps.2": "$(o)I am a great soft jelly thing. Smoothly rounded, with no mouth, with pulsing white holes filled by fog where my eyes used to be. Rubbery appendages that were once my arms; bulks rounding down into legless humps of soft slippery matter.$(br2)I have no mouth. And I must scream.$()", - "hexcasting.spell.hexical:activate_arch_lamp": "Activate Archgenie", - "hexical.page.activate_arch_lamp.summary": "Can be cast by a $(l:items/hexcasting)$(item)casting device$(), $(l:items/staff)$(item)staff$(), or within an arch lamp. Deactivates any archgenie lamp and activates a previously inactive one.", - "hexcasting.spell.hexical:terminate_arch_lamp": "Terminate Archgenie", - "hexical.page.terminate_arch_lamp.summary": "Can be cast by a $(l:items/hexcasting)$(item)casting device$(), $(l:items/staff)$(item)staff$(), or within the arch lamp itself. Deactivates the currently active archgenie lamp.", - "hexcasting.spell.hexical:has_arch_lamp": "Archgenie Purification", - "hexical.page.has_arch_lamp.summary": "Pushes whether a player currently has an active arch lamp.", - "hexcasting.spell.hexical:get_arch_lamp_position": "Archgenie Reflection: Spatial", - "hexical.page.get_arch_lamp_position.summary": "Pushes the original position of the caster when the arch lamp started casting.", - "hexcasting.spell.hexical:get_arch_lamp_rotation": "Archgenie Reflection: Rotational", - "hexical.page.get_arch_lamp_rotation.summary": "Pushes the original rotation of the caster when the arch lamp started casting.", - "hexcasting.spell.hexical:get_arch_lamp_velocity": "Archgenie Reflection: Kinetic", - "hexical.page.get_arch_lamp_velocity.summary": "Pushes the original velocity of the caster when the arch lamp started casting.", - "hexcasting.spell.hexical:get_arch_lamp_use_time": "Archgenie Reflection: Temporal", - "hexical.page.get_arch_lamp_use_time.summary": "Pushes how many times the lamp has cast. Divided by 20, it returns how many times in seconds the lamp has been in use.", - "hexcasting.spell.hexical:get_arch_lamp_media": "Archgenie Reflection: Media", - "hexical.page.get_arch_lamp_media.summary": "Pushes the remaining amount of _media left in the lamp, in units of dust.", - "hexcasting.spell.hexical:with_arch_lamp": "Archgenie Reflection", - "hexical.page.with_arch_lamp.summary": "Pushes whether this _Hex is currently being cast by an arch lamp.", - "hexcasting.spell.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 an arch lamp. Gets the lamp's iota storage.", - "hexcasting.spell.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 an arch lamp. Sets the lamp's iota storage. Subject to Transgress Others mishap.", - - "hexical.page.enlightened_patterns.title": "Enlightened Patterns", - "hexical.page.enlightened_patterns.0": "After my enlightenment, I find myself acutely aware of certain patterns that seem to aid with my newfound abilities to perceive and manipulate _media. These patterns don't seem to require anything new from me, perhaps I've always been able to cast them but was unaware of their existence.", - "hexcasting.spell.hexical:am_enlightened": "Epiphany Purification", - "hexical.page.am_enlightened.summary": "Pushes whether the given player has achieved enlightenment like I have.", - "hexcasting.spell.hexical:is_brainswept": "Sentience Purification", - "hexical.page.is_brainswept.summary": "Pushes whether an entity \"has been magically relieved of its mind\". I feel this is strongly related to $(l:patterns/great_spells/brainsweep)$(action)Flay Mind$() somehow...", - - "hexical.page.simple_patterns.title": "Hexical Patterns", - "hexcasting.spell.hexical:entity_width": "Caliper's Purification", - "hexical.page.entity_width.summary": "Similar to $(l:patterns/basics#hexcasting:get_entity_height)$(action)Stadiometer's Purification$() but pushes the width of an entity rather than its height.", - "hexcasting.spell.hexical:theodolite": "Theodolite's Purification", - "hexical.page.theodolite.summary": "Similar to $(l:patterns/basics#hexcasting:get_entity_look)$(action)Alidade's Purification$() but pushes the vector that points upwards from their head rather than the entity's facing vector.", - "hexcasting.spell.hexical:swap_one_three": "Reflecting Gambit", - "hexical.page.swap_one_three.summary": "Reflects the order of the top three iota, turning A, B, C into C, B, A. Essentially swaps the top and the third-from-the-top iota.", - "hexcasting.spell.hexical:swap_two_three": "Bubbling Gambit", - "hexical.page.swap_two_three.summary": "Causes the third-from-the-top iota to bubble up over the second-from-the-top iota, essentially swapping them.", - "hexcasting.spell.hexical:similar": "Similarity Distillation", - "hexical.page.similar.summary": "Pushes whether two iota are of the same type.", - "hexcasting.spell.hexical:congruent": "Congruence Distillation", - "hexical.page.congruent.summary": "Pushes whether two patterns have the same shape and orientation.", - "hexcasting.spell.hexical:dup_many": "Dioscuri Gambit II", - "hexical.page.dup_many.summary": "Takes a number and duplicates that many elements of the stack while preserving order.", - "hexcasting.spell.hexical:shuffle_pattern": "Glyphmaker's Distillation", - "hexical.page.shuffle_pattern.summary": "Takes in a pattern and a number and produces a pattern of the same shape, but different stroke order. My notes reveal that ancient hexcasters used this for some $(o)grand library$().", - - "hexical.page.perlin.title": "Quasirandomness", - "hexical.page.perlin.0": "In certain regions of the world, ambient _media is more concentrated. I can measure that concentration and even extrapolate backwards and forwards in time to get a quasi-random number between 0 and 1, corresponding to that location at that time. Points in time and space that are close to each other often have similar values.", - "hexcasting.spell.hexical:perlin": "Perlin Distillation", - "hexical.page.perlin.summary": "Measures the concentration of ambient at that point in space and time, normalized between 0 and 1.", - - "hexical.page.special_raycasts.title": "Special Raycasts", - "hexcasting.spell.hexical:fluid_raycast": "Naval Distillation", - "hexical.page.fluid_raycast.summary": "Works similar to $(l:patterns/basics#hexcasting:raycast)$(action)Archer's Distillation$() but targets only liquids, piercing through all other blocks.", - "hexcasting.spell.hexical:fluid_surface_raycast": "Lilypad Distillation", - "hexical.page.fluid_surface_raycast.summary": "Works similar to $(l:patterns/basics#hexcasting:raycast/axis)$(action)Architect's Distillation$() but targets only liquids, piercing through all other blocks.", - "hexcasting.spell.hexical:piercing_raycast": "Railgun Exaltation", - "hexical.page.piercing_raycast.summary": "Works similar to $(l:patterns/basics#hexcasting:raycast)$(action)Archer's Distillation$() but accepts an additional identifier. It will pierce all blocks until it hits the block specified by the identifier.", - "hexcasting.spell.hexical:piercing_surface_raycast": "Laser Exaltation", - "hexical.page.piercing_surface_raycast.summary": "Works similar to $(l:patterns/basics#hexcasting:raycast/axis)$(action)Architect's Distillation$() but accepts an additional identifier. It will pierce all blocks until it hits the block specified by the identifier.", - - "hexical.page.telepathy.title": "Telepathy", - "hexical.page.telepathy": "_Media is the energy of thought and consequently, it can interact with thoughts as well. Unfortunately or perhaps fortunately for me, the minds of players 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 and write thoughts.", - "hexcasting.spell.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 long I have been holding down the telepathy key, or -1 if I am not holding it.", - "hexcasting.spell.hexical:send_telepathy": "Send Thought", - "hexical.page.send_telepathy.summary": "Momentarily displays the iota above my hotbar. If cast repeatedly, each cast overwrites the previous message instantly.", - "hexcasting.spell.hexical:shout_telepathy": "Shout Thought", - "hexical.page.shout_telepathy.summary": "Displays a iota across my screen. It obstructs my vision and takes some time to fade in, so I shall only use it sparingly.", - "hexcasting.spell.hexical:pling": "Hallucinate Pling", - "hexical.page.pling.summary": "Causes me to hear a pling that is inaudible to other players.", - "hexcasting.spell.hexical:click": "Hallucinate Click", - "hexical.page.click.summary": "Causes me to hear a click that is inaudible to other players.", - "hexcasting.spell.hexical:moving_up": "Charge Reflection", - "hexical.page.moving_up.summary": "Pushes how long I've been intending to move forwards, or -1 if I am not pressing the forwards key.", - "hexcasting.spell.hexical:moving_down": "Retreat Reflection", - "hexical.page.moving_down.summary": "Pushes how long I've been intending to move backwards, or -1 if I am not pressing the backwards key.", - "hexcasting.spell.hexical:moving_left": "Dodge Reflection", - "hexical.page.moving_left.summary": "Pushes how long I've been intending to move leftwards, or -1. Can be easily differentiated from Evade Reflection because d comes to the left of e.", - "hexcasting.spell.hexical:moving_right": "Evade Reflection", - "hexical.page.moving_right.summary": "Pushes how long I've been intending to move rightwards, or -1. Can be easily differentiated from Dodge Reflection because e comes to the right of d.", - "hexcasting.spell.hexical:jumping": "Leaping Reflection", - "hexical.page.jumping.summary": "Pushes how long I've been intending to jump, or -1 if I am not pressing the jump key.", - - "hexical.page.soroban.title": "Soroban Patterns", - "hexical.page.soroban.0": "These patterns manipulate an imaginary counter. I shall find them useful when my $(l:patterns/readwrite#hexcasting:local)Ravenmind$() is occupied or overkill, for example to count iterations in a $(l:patterns/meta#hexcasting:for_each)$(action)Thoth's$() loop. Some ancient scraps recommend its use for some sort of $(o)recursive depth$().$(br2)I shall also note that they don't work properly when drawn by themselves with my staff. It seems memory is maintained only for an instant.", - "hexcasting.spell.hexical:soroban_increment": "Soroban Reflection", - "hexical.page.soroban_increment.summary": "Pushes the current soroban counter and then increases it.", - "hexcasting.spell.hexical:soroban_decrement": "Soroban Reflection II", - "hexical.page.soroban_decrement.summary": "Pushes the current soroban counter and then decreases it.", - "hexcasting.spell.hexical:soroban_reset": "Soroban Gambit", - "hexical.page.soroban_reset.summary": "Resets the soroban counter.", - - "hexical.page.metas.title": "Hexical Metaevals", - "hexcasting.spell.hexical:janus": "Janus' Gambit", - "hexical.page.janus.0": "Instantly terminates the _Hex regardless of current circumstances, breaking even through $(l:patterns/meta#hexcasting:for_each)$(action)Thoth's$() and $(l:patterns/meta#hexcasting:eval)$(action)Hermes' Gambit$() unlike $(l:patterns/meta#hexcasting:halt)$(action)Charon's Gambit$().", - "hexical.page.janus.1": "It's useful to end a _Hex early once it has reached some desired state, without the difficulty of using $(l:patterns/meta#hexcasting:halt)$(action)Charon's Gambit$() because $(l:hexical:patterns/metaevals#hexical:janus)$(action)Janus'$() can bypass the \"containment\" of $(l:patterns/meta#hexcasting:eval)$(action)Hermes'$() and $(l:patterns/meta#hexcasting:for_each)$(action)Thoth's$().$(br2)$(o)It is always important to know when something has reached its end.$()", - "hexcasting.spell.hexical:nephthys": "Nephthys' Gambit", - "hexical.page.nephthys.0": "Pops a pattern or pattern list and dives down an amount corresponding to the tail length to cast the pattern list. Useful for surgery-like operations.", - "hexical.page.nephthys.1": "It's extremely versatile and I can mend almost any error in my stack using $(l:patterns/stackmanip#hexcasting:mask)$(action)Bookkeeper's Gambit$(), pushing iota after a dive, and transforming surfaced iota. It was named after a goddess of mourning and rivers, lending to how it buries/dives down into the stack.$(br2)$(o)... the unknowns of time travel... is akin to descending blindly into the depths of the freezing water and reappearing as an acorn.$()", - "hexcasting.spell.hexical:sekhmet": "Sekhmet's Gambit", - "hexical.page.sekhmet.0": "Voids the entire stack except for the top n iota, determined by tail length. In the examples above, zero, one, and two iota are left untouched respectively. $(o)Not$() a meta-evaluation on its own.", - "hexical.page.sekhmet.1": "This simple gambit can be accomplished via $(l:patterns/stackmanip#hexcasting:stack_len)$(action)Flock's Reflection$(), $(l:patterns/lists#hexcasting:last_n_list)$(action)Flock's Gambit$(), $(l:patterns/lists#hexcasting:slice)$(action)Selection Exaltation$(), and $(l:patterns/lists#hexcasting:splat)$(action)Flock's Disintegration$() but this serves as a handy short pattern for clearing up my stack. It also pairs extremely well with Thoth's Gambit, letting me clean up the pseudo-stack should I want to only operate on and return first few iota.$(br2)$(o)Everything is possible, but not everything is necessary.$()", - "hexcasting.spell.hexical:atalanta": "Atalanta's Gambit", - "hexical.page.atalanta.0": "Should only be run inside $(l:patterns/meta#hexcasting:for_each)$(action)Thoth's$() or $(l:hexical:patterns/metaevals#hexical:sisyphus)$(action)Sisyphus' Gambit$(). Acts similarly to $(l:patterns/meta#hexcasting:halt)$(action)Charon's Gambit$() except does not end the iterator, only skips the rest of the current iteration.", - "hexical.page.atalanta.1": "This pattern can be useful to implement \"guard clauses\" for multiconditional loops. For example, after getting a list of entities, you may want to only target entities based on some large list of conditions. Rather than a mess of deeply nested conditionals, you can simply $(o)continue$() to the next iteration if any of the conditions fail, skipping the action.$(br2)$(o)You shall not pass!$()", - "hexcasting.spell.hexical:castor": "Castor's Gambit", - "hexical.page.castor.0": "Should only be run within a $(l:patterns/meta#hexcasting:for_each)$(action)Thoth's$(). Details on the next page. Beware of triggering the Delve Too Deep mishap.", - "hexical.page.castor.1": "This pattern pops an iota and schedules a new iteration of $(l:patterns/meta#hexcasting:for_each)$(action)Thoth's$() to come right after the current one, with the popped iota being the top of the stack. It may be helpful to imagine it as the iota being added to the front of the list that I provided for $(l:patterns/meta#hexcasting:for_each)$(action)Thoth's$() to iterate over.$(br2)$(o)Do not go where the path may lead, go instead where there is no path... and leave a trail.$()", - "hexcasting.spell.hexical:pollux": "Pollux's Gambit", - "hexical.page.pollux.0": "Sibling pattern to $(l:hexical:patterns/metaevals#hexical:castor)$(action)Castor's Gambit$(), this pattern schedules the additional iteration for the end instead. Carries the same risk of encountering the Delve Too Deep mishap.", - "hexical.page.pollux.1": "Acts almost identically to its sibling pattern, but places the iteration at the end. I have read scrolls detailing techniques using these twin patterns called $(o)$(l:https://en.wikipedia.org/wiki/Depth-first_search)depth-first search$() and $(o)$(l:https://en.wikipedia.org/wiki/Breadth-first_search)breadth-first search$().$(br2)$(o)Explore the surface before diving deep.$()", - "hexcasting.spell.hexical:sisyphus": "Sisyphus' Gambit", - "hexical.page.sisyphus.0": "Takes a pattern list and casts it over and over forever until it encounters either a $(l:patterns/meta#hexcasting:halt)$(action)Charon's Gambit$() or a $(l:hexical:patterns/metaevals#hexical:janus)$(action)Janus' Gambit$().", - "hexical.page.sisyphus.1": "While I have heard of self-producing _Hexes called $(o)quines$() used to make infinite loops, they can be slightly unwieldy to work with. This gambit simplifies that process by just repeatedly casting a list until it runs out of evaluations or encounters a $(l:patterns/meta#hexcasting:halt)$(action)Charon's Gambit$(). The $(l:patterns/readwrite#hexcasting:local)Ravenmind$() is persisted between iterations and it always casts with the base stack.$(br2)$(o)One always finds one's burden again... One must imagine Sisyphus happy.$()", - "hexcasting.spell.hexical:themis": "Themis' Gambit", - "hexical.page.themis.0": "Takes a list and a pattern or pattern list which is used to sort the list by casting over every iota similar to $(l:patterns/meta#hexcasting:for_each)$(action)Thoth's Gambit$().", - "hexical.page.themis.1": "After each iteration, it demands a number at the top of the stack which will correspond to that iota. At the end of the gambit, a list is pushed with the iota sorted by that number in increasing order. The order of identically numbered iota are kept. If it encounters $(l:patterns/meta#hexcasting:halt)$(action)Charon's Gambit$(), it will create a sorted list with only the iota it has come across.$(br2)$(o)Shuffling is the only thing which Nature cannot undo.$()", - - "hexical.page.akashic_utils.title": "Akashic Utilities", - "hexical.page.akashic_utils.0": "I have discovered some conveniences for akashic libraries! I can right-click or $(l:hexical:patterns/spells/prestidigitation)magically interact$() with a filled akashic bookshelf to copy its iota into my stack. I can also right-click with a scroll to copy the pattern of the bookshelf onto the scroll. Finally, I have discovered patterns that can read and write directly to a bookshelf within ambit for free.", - "hexcasting.spell.hexical:key_shelf": "Librarian's Purification", - "hexical.page.key_shelf.summary": "Reads the pattern key of an akashic bookshelf within ambit. Free to cast.", - "hexcasting.spell.hexical:read_shelf": "Librarian's Purification II", - "hexical.page.read_shelf.summary": "Reads the iota from an akashic bookshelf within ambit. Free to cast.", - "hexcasting.spell.hexical:write_shelf": "Librarian's Gambit", - "hexical.page.write_shelf.summary": "Writes an iota under a pattern to an akashic bookshelf within ambit. Free to cast.", - "hexcasting.spell.hexical:clear_shelf": "Librarian's Gambit II", - "hexical.page.clear_shelf.summary": "Clears an akashic bookshelf within ambit. Free to cast.", - - "hexical.page.mage_block.title": "Mage Blocks", - "hexical.page.mage_block": "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 mage blocks come with a suite of $(o)modifiers$(). I could even stack multiple modifiers on one block or reapply a modifier to toggle it off.", - "hexcasting.spell.hexical:conjure_mage_block": "Conjure Mage Block", - "hexical.page.conjure_mage_block.summary": "Conjures a mage block at the location. Costs three dust.$(br2)$(o)I can create a city out of nothing, or I can cover it in volcanic rock.$()", - "hexcasting.spell.hexical:modify_block_bouncy": "Modify Block: Bouncy", - "hexical.page.modify_block_bouncy.summary": "This modifier makes the block delightfully fun to bounce on! It returns more force to me than regular slime blocks and I notice even if I sneak, the block bounces me regardless.", - "hexcasting.spell.hexical:modify_block_energized": "Modify Block: Energized", - "hexical.page.modify_block_energized.summary": "This modifier makes the block emit a Redstone signal, with the number corresponding to the power level of the output.", - "hexcasting.spell.hexical:modify_block_ephemeral": "Modify Block: Ephemeral", - "hexical.page.modify_block_ephemeral.summary": "This modifier takes in a number in addition to a position and shatters the block after many twentieths of a second. Subsequent casts can lengthen or shorten the duration.", - "hexcasting.spell.hexical:modify_block_invisible": "Modify Block: Invisible", - "hexical.page.modify_block_invisible.summary": "This modifier prevents the block from emitting the telltale particles that accompany my casting, even when being stood on.", - "hexcasting.spell.hexical:modify_block_replaceable": "Modify Block: Replaceable", - "hexical.page.modify_block_replaceable.summary": "This modifier is useful for construction! With this modifier applied, I find I can easily place another block in the place of the mage block.", - "hexcasting.spell.hexical:modify_block_semipermeable": "Modify Block: Semi-Permeable", - "hexical.page.modify_block_semipermeable.summary": "This modifier makes the block semi-permeable, only allowing the last caster of it to pass through while all other entities can not.", - "hexcasting.spell.hexical:modify_block_volatile": "Modify Block: Volatile", - "hexical.page.modify_block_volatile.summary": "This modifier makes the block break other mage blocks it's touching. Notably, if it breaks another volatile block, that block breaks and so on until every volatile block shatters.", - - "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 null but getting the dye of undyed terracotta returns $(thing)uncolored$(), which I can use to \"bleach\" dyeable blocks.", - "hexcasting.spell.hexical:get_dye": "Chromatic Purification", - "hexical.page.get_dye.summary": "Gets the dye of a block, entity, or item identifier.", - "hexcasting.spell.hexical:dye": "Dye", - "hexical.page.dye.summary": "Dyes a dyeable block or entity. Costs an eighth of a 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.spell.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 dyes with patterns, I can also manipulate pigments. I can even store multiple of them and have my hexes randomly choose one to give me for example.", - "hexcasting.spell.hexical:to_pigment": "Pigment Purification", - "hexical.page.to_pigment.summary": "Takes a colored dye iota and transforms it into a pigment, takes a player and returns their pigment, or takes an item containing a pigment and returns its pigment.", - "hexcasting.spell.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.spell.hexical:take_on_pigment": "Internalize Pigment II", - "hexical.page.take_on_pigment.summary": "Takes a pigment iota and internalizes it for an eighth of a dust.", - - "hexcasting.spell.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 decent knockback. Costs one 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 conjuration location is quite esoteric: no wonder most users stick to conjuring it in front of them. The basic gist is a vector, where my head's position is the origin, my facing is the Z+ axis, 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.", - - "hexcasting.spell.hexical:prestidigitation": "Prestidigitation", - "hexical.page.prestidigitation.summary": "Causes a small magical effect on the block or entity, usually not too distinct from the original nature or function of the block or entity. Costs 1/10th dust.", - "hexical.page.prestidigitation.0": "This spell differs from all others I've seen. Rather than a single specific effect, this spell seems to combine dozens of small effects into a single spell. It targets a vast array of blocks and entities, and I am constantly finding uses for it. I have documented them on the following pages.", - "hexcasting.spell.hexical:can_prestidigitate": "Alteration Purification", - "hexical.page.can_prestidigitate.summary": "Pushes whether an entity or location is able to be manipulated with Prestidigitation.", - "hexical.page.prestidigitation.1": "I've compiled all of its recorded uses from my notes: opens and close fence gates, trapdoors, and doors of all materials; flicks levers and presses buttons; holds down and releases pressure plates; extinguishes fire and soul fire; lights and extinguishes candles and campfires; rings bells; strips wood; carves pumpkins; makes a note block play its sound; triggers dispensers and droppers; dries mud into clay; turns most soil blocks into path blocks and path blocks into tilled soil...", - "hexical.page.prestidigitation.2": "toggles Redstone lamps; drain cauldrons; modifies the state of Redstone repeaters, comparators, and daylight sensors, ignites and deprimes TNT and creepers; shear sheep; give and take arms from armor stands; makes squid squirt ink; makes pandas sneeze; removes the helmet of a snow golem; make pufferfish instantly swell up; take honeycomb from beehives and nests, and activates some kind of \"great work\" whatever that is.", - - "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. Wristpocketed items stay with me even after death and I can recall them once I have a $(l:items/staff)staff$() again.$(br2)$(o)Because making something disappear isn't enough; you have to bring it back.$()", - "hexcasting.spell.hexical:wristpocket": "Wristpocket", - "hexical.page.wristpocket.summary": "This spell vanishes the stack of items in my other hand, or conjures it back, swapping if my other hand is holding something. Costs 1/8th of a dust.", - "hexcasting.spell.hexical:wristpocket_item": "Pocket Reflection", - "hexical.page.wristpocket_item.summary": "Returns the identifier of the item in my wristpocket, or null if it is empty.", - "hexcasting.spell.hexical:wristpocket_count": "Pocket Reflection II", - "hexical.page.wristpocket_count.summary": "Returns how many items I have in my wristpocket, or 0 if it is empty.", - "hexcasting.spell.hexical:sleight": "Sleight", - "hexical.page.sleight.summary": "Performs an act of magical sleight of hand to steal items into my wristpocket or expel my wristpocket back into the world. Costs 1/4th of a dust.", - "hexical.page.sleight.0": "- if taking a vector, it conjures my wristpocketed item at that vector.$(br)-if taking an item entity, if my wristpocket is empty, it is pulled into my wristpocket. If my wristpocket is not empty, the items are swapped.$(br2)$(o)If your sleight of hand causes you to break eye contact with your audience, it is too advanced for your skill level.$()", - "hexcasting.spell.hexical:mage_hand": "Mage Hand", - "hexical.page.mage_hand.summary": "Conjures a magical hand that uses my wristpocketed item to interact with the world. If my wristpocket is empty, acts as though I had interacted with the world.", - "hexical.page.mage_hand.0": "- if taking an entity, interacts with the entity with the item.$(br)- if taking a vector, interacts with the block with the item.$(br2)$(o)A spectral, floating hand appears at a point you choose within range.$()", - "hexcasting.spell.hexical:ingest": "Assimilate Food", - "hexical.page.ingest.summary": "This spell makes me eat my wristpocketed item, nourishing or applying potions to me. Regardless of the item's time to eat or if I'm full, this spell makes me consume it instantly.", - - "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.spell.hexical:conjure_speck": "Conjure Speck", - "hexical.page.conjure_speck.summary": "Conjures a speck with the iota, position, and rotation. Costs one-hundredth of a dust. Pushes the speck iota to the stack.", - "hexcasting.spell.hexical:move_specklike": "Move Speck", - "hexical.page.move_specklike.summary": "Moves a speck entity to the position.", - "hexcasting.spell.hexical:rotate_specklike": "Rotate Speck", - "hexical.page.rotate_specklike.summary": "Rotates a speck entity to face the vector.", - "hexcasting.spell.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.spell.hexical:iota_speck": "Alter Speck", - "hexical.page.iota_speck.summary": "Changes the speck's iota.", - "hexcasting.spell.hexical:lifetime_specklike": "Time Speck", - "hexical.page.lifetime_specklike.summary": "Commands the speck to disappear after that many twentieths of a second.", - "hexcasting.spell.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.spell.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.spell.hexical:pigment_specklike": "Paint Speck", - "hexical.page.pigment_specklike.summary": "Splashes a pigment iota onto the speck, changing its color after creation.", - "hexcasting.spell.hexical:kill_specklike": "Dismiss Speck", - "hexical.page.kill_specklike.summary": "Forces a speck to disappear.", - "hexcasting.spell.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.simple_spells.title": "Hexical Spells", - "hexcasting.spell.hexical:autograph": "Autograph", - "hexical.page.autograph.summary": "Permanently autographs the item in my offhand with my name and pigment. Costs nothing.", - "hexical.page.autograph.description": "An autographed item holds a list of the names people who have casted this spell on it, in order and in shimmering pigmented text. It becomes unstackable with unautographed items, even of the same type, and the same person can sign it multiple times. It may be used as a secure method of ensuring an item was approved of by a person.$(br2)$(o)Success is when your signature becomes an autograph.$()", - "hexcasting.spell.hexical:conjure_hexburst": "Conjure Hexburst", - "hexical.page.conjure_hexburst.summary": "Conjures a hexburst at the location with the given iota. Costs one dust. Is subject to the Transgress Others mishap.", - "hexical.page.conjure_hexburst.description": "Hexbursts are edible items created by taking an iota and wrapping _media around it, over and over until it gains size. When eaten, a hexburst instantly adds the iota it was made from to the consumer's stack. I shall find this property considerably useful if I ever want to trade my entity reference.", - "hexcasting.spell.hexical:conjure_hextito": "Conjure Hextito", - "hexical.page.conjure_hextito.summary": "Conjures a hextito at the location. Costs two dust. Is subject to the Transgress Others mishap.", - "hexical.page.conjure_hextito.description": "Hextitos are triangular crunchy snacks I can conjure. When consumed, I feel the sudden desire to cast the _Hex used in its creation, using my caster's stack rather than an isolated stack like a regular $(l:items/hexcasting)$(item)casting device$(). I shall find it useful to make simple actions like raycasts, especially in conjunction with hexbursts. If a consumer's stack has an unclosed Introspection, it will not cast, making it quite safe to hand out to other people.", - "hexcasting.spell.hexical:ghast_fireball": "Conjure Fireball", - "hexical.page.ghast_fireball.summary": "Conjures an explosive fireball that can be punched and damages blocks. Costs three dust.", - "hexical.page.ghast_fireball.description": "The conjured fireball simply hangs in the air. It must be propelled via punching it or $(l:patterns/spells/basic#hexcasting:add_motion)$(action)Impulse$(). It can also be deflected via similar methods.$(br2)$(o)What's the good of having mastery over cosmic balance and knowing the secrets of fate if you can't blow something up?$()", - "hexcasting.spell.hexical:gasp": "Gasp", - "hexical.page.gasp.summary": "Instantly replenishes a creature's air bubbles, always costs one dust.", - "hexical.page.gasp.description": "Regardless of amount of breath restored, this spell costs exactly one dust so I should ideally 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.spell.hexical:chorus_blink": "Chorus Blink", - "hexical.page.chorus_blink.summary": "Between $(l:patterns/spells/basic#hexcasting:blink)$(action)Blink$(), $(l:patterns/great_spells/teleport)$(action)Greater Teleport$(), $(item)ender pearls$(), and $(item)chorus fruit$(), this spell serves a harmonious midpoint for safe, precise, and cheap teleportation.", - "hexical.page.chorus_blink.description": "It consumes a $(item)chorus fruit$() from my inventory and teleports me up to 16 blocks using an offset vector. The cost is a single dust whether I teleport the full 16 blocks or less, and has no penalty for multiple casts in one hex. Ambit works strangely with repeated casts of this spell because each $(o)blink$() shifts my ambit to my new position.$(br2)$(o)I could be there in a heartbeat.$()", - - "hexical.page.conjure_compass.title": "Conjure Compasses", - "hexcasting.spell.hexical:conjure_compass": "Conjure Compass", - "hexical.page.conjure_compass.summary": "Conjures a compass at the location pointing towards the second vector. Costs three dust.", - "hexical.page.conjure_compass.description": "The compass does not remember the dimension it was formed in, so regardless of dimension, it points towards the same location. If read with Scribe's Reflection, it returns a unit vector pointing towards the location inside it.$(br2)$(o)Aye, the compass doesn't point North. But we're not trying to find North, are we?$()", - - "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.spell.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 one shard.", - "hexical.page.spike.1": "Each spike takes about a half second to strike and deal a hefty three full hearts of damage. If I attempt to cast this spell where a spike has already been primed, it will do nothing. Spikes will also throw back targets in the direction they were conjured.", - - "hexical.page.conjure_staff.title": "Conjure Staves", - "hexical.page.conjure_staff.0": "Conjured staves are not unlike $(l:items/hexcasting)$(item)cyphers$(). They have a battery for casting and when they run out, unable to consume my health or my inventory's stash for _media. They are not rechargable or reprogrammable, and using $(l:patterns/spells/hexcasting#hexcasting:erase)$(action)Erase Item$() on it simply destroys it. However, its true power is $(o)input interception$().", - "hexcasting.spell.hexical:conjure_staff": "Conjure Staff", - "hexical.page.conjure_staff.summary": "Conjures a $(item)staff$() at the location with the amount of _media, rank, and _Hex respectively.$(br2)$(o)This is my $(l)staff$()$(o). There are many like it, but this one is mine.$()", - "hexical.page.conjure_staff.1": "When I use my primary or secondary use keys while holding a $(item)conjured staff$(), it intercepts my click, preventing me from interacting with the world while holding it. After a number of clicks corresponding to the rank I assigned at conjuration, it casts the _Hex I gave it, starting the stack with false and true, corresponding to the left and right clicks respectively. If I pause for too long between clicks, it simply cancels the current \"cast\".", - "hexical.page.conjure_staff.2": "The spell is not too expensive, requiring only an amethyst shard and the _media for the battery. The result is a speedy and versatile $(l:items/hexcasting)$(item)casting device$(), with infinitely more possibilities and no cooldown compared to other $(l:items/hexcasting)$(item)casting devices$().$(br2)Not only that, conjured staves feature an iota storage that can only be edited from the staff itself.", - "hexcasting.spell.hexical:read_staff": "Staff Reflection", - "hexical.page.read_staff.summary": "Reads the iota from the $(item)conjured staff's$() inner storage.", - "hexcasting.spell.hexical:write_staff": "Staff Gambit", - "hexical.page.write_staff.summary": "Writes an iota to the $(item)conjured staff's$() inner storage. Does not allow player references.", - "hexcasting.spell.hexical:with_conjured_staff": "Wand Reflection", - "hexical.page.with_conjured_staff.summary": "Pushes whether this _Hex is currently being cast by a conjured staff.", - "hexical.page.conjure_staff.3": "By holding certain items in my offhand while conjuring a $(item)conjured staff$(), the $(item)staff$() will take on a similar appearance to that item. The items and their corresponding transformations that I have discovered so far are wheat (a four-leafed clover), nautilus shells (a conch), bells (a handbell), tripwire hooks (a key), and glass blocks (a mirror).", - - "hexical.page.pyrotechnics.title": "Pyrotechnics", - "hexical.page.pyrotechnics.0": "I have stumbled across some spells all about conjuring fireworks. 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.$()", - "hexcasting.spell.hexical:simulate_firework": "Simulate Firework", - "hexical.page.simulate_firework.summary": "Analyzes the firework star in my other hand and conjures a firework, with position, velocity, and flight time related to gunpowder amount. Costs one shard plus one dust for each additional gunpowder.", - "hexcasting.spell.hexical:conjure_firework": "Conjure Firework", - "hexical.page.conjure_firework.summary": "$(br)Conjures a firework of my exact specifications. It is one of the most complex spells I've discovered. Costs the same as the other firework spell.", - "hexical.page.conjure_firework.0": "$(o)Basic Theory$()$(br2)The first two parameters of the spell are simple position and velocity. The third parameter dictates flight duration, a number from 1 to 3. I can imagine it as being the amount of gunpowder I would add to a firework rocket.$(br2)The remaining parameters can be imagined as specifications for a virtual firework star.", - "hexical.page.conjure_firework.1": "$(o)Shape$()$(br2)The fourth parameter controls the shape of the explosion, based off a number 0 to 3.$(br)- 0 is a simple, small ball-shaped explosion.$(br)- 1 is a large ball-shaped explosion.$(br)- 2 is a star-shaped explosion.$(br)- 3 is a large creeper face-shaped explosion.", - "hexical.page.conjure_firework.2": "$(o)Colors$()$(br2)The fifth and sixth parameters are lists of $(l:hexical:patterns/spells/dyes)dyes$(). The first list controls the colors of the firework's initial burst, while the second controls the colors that the first particles fade into. There must be at least one dye specified for the first list, but the second list can be empty if I do not want any fades.", - "hexical.page.conjure_firework.3": "$(o)Special Effects$()$(br2)The seventh parameter controls whether the particles of the firework flicker, as if adding glowstone to the virtual firework star.$(br2)The eighth parameter controls whether the particles of the firework leave trails, as if adding a diamond to the virtual firework star.", - - "hexical.page.circle_spells.title": "Circle Spells", - "hexical.page.circle_spells.0": "When the _media courses through the boundaries of a circle, it saturates the domain inside the circle with _media, allowing me to manipulate the environment inside far more flexibly than I am used to. The following are some spells I've come across or developed, which are to only be cast by a $(l:greatwork/spellcircles)spell circle$().", - "hexcasting.spell.hexical:displace": "Displace", - "hexical.page.displace.summary": "For absolutely free, I can teleport an entity in my circle to anywhere else inside within the same circle. Unlike $(l:patterns/great_spells/teleport)$(action)Greater Teleport$(), takes in world coordinates rather than an offset.", - - "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 staff. After all, I have two chunks' worth of charged amethyst in me at my prime, double that of a $(l:items/staff)$(item)staff$(). I am not yet great enough to shift arbitrary effects into reality but I can bring it forth a prepared _Hex into existence, taking _media from my inventory.", - "hexcasting.spell.hexical:internalize_hex": "Internalize Hex", - "hexical.page.internalize_hex.summary": "Internalizes a _Hex, allowing me to cast it by holding the R key for one second even without a staff. Costs one charged amethyst for the etching process.", - "hexcasting.spell.hexical:is_evoking": "Evoker Reflection", - "hexical.page.is_evoking.summary": "Pushes how long since a player has been evoking. Is -1 if they are not currently evoking.", - "hexcasting.spell.hexical:with_evocation": "Evocation Reflection", - "hexical.page.with_evocation.summary": "Pushes whether evocation is being used to cast this pattern.", - "hexical.page.evocation.1": "The ancient texts I have learned this technique from reveals many other interesting trifles: _Hexcasters used to perform evocation without casting a _Hex, as some kind of greeting or group ritual, chanting in unison. Experiments have also been done to see if the spell could etch a _Hex into $(o)villagers$() to grant them the ability to shift _media but the results of those experiments were either never documented or have been lost to time.", - - "hexcasting.spell.hexical:greater_blink": "Greater Blink", - "hexical.page.greater_blink.0": "Greater Blink is a significantly cheaper alternative to Greater Teleport. It also does not carry the risk of splattering your items upon arrival. However, it only has pitiful range compared to Greater Teleport and its destination calculations are... esoteric. I also can not specify a target other than myself.", - "hexical.page.greater_blink.summary": "Teleports me up to 128 blocks away, relative to my position and rotation. Costs two dust.", - "hexical.page.greater_blink.1": "A vector of (0, 0, 1) would teleport me one block in the direction I'm facing. A vector of (0, 1, 0) would teleport me one block \"up\" in the direction of 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.", - "hexical.page.greater_blink.2": "Peculiarly, it moves my feet to the location, perhaps could be helpful to make a raycast simply teleport me right onto the target block rather than submerged into the floor. If I have to do multiple jumps, this property must be accounted for.$(br2)$(o)Long Jaunt! Longer than you think-$()", - - "hexical.page.meshes.title": "Meshes", - "hexical.page.meshes.0": "Meshes are the natural evolution of $(l:hexical:patterns/spells/specks)specks$(). Rather than being restricted to the figure of iotas and patterns, stuck in 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.spell.hexical:conjure_mesh": "Conjure Mesh", - "hexical.page.conjure_mesh.summary": "Conjures a mesh with the location and leaves a mesh entity on the stack. Cost one dust.", - "hexical.page.meshes.1": "The mesh must be woven to have any appearance. 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, defined by the relative offset, to each other.", - "hexcasting.spell.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 for free.", - "hexcasting.spell.hexical:read_mesh": "Tangle Purification", - "hexical.page.read_mesh.summary": "Reads the shape of a mesh as a list of relative vectors. Can be used to copy meshes.", - - "hexical.category.scrying": "Scrying", - "hexical.category.scrying.desc": "I have stumbled upon a branch of manipulating _media entirely focused around information about the world. These patterns can divine a surprising amount of information like types of blocks, status effects, the weather, the nutritional value of food, whether I am sprinting, $(o)block explosion resistance$(), and more. While likely not too useful for the majority of _Hexes, these will be convenient to have, should I ever need them.", - - "hexical.page.blocks.title": "Blocks", - "hexcasting.spell.hexical:block_hardness": "Miner's Purification", - "hexical.page.block_hardness.summary": "Pushes how difficult blocks of that block type are to mine.", - "hexcasting.spell.hexical:block_blast_resistance": "Demoman's Purification", - "hexical.page.block_blast_resistance.summary": "Pushes how resistant blocks of that block type are to explosions.", - "hexcasting.spell.hexical:blockstate_waterlogged": "Plumber's Purification", - "hexical.page.blockstate_waterlogged.summary": "Pushes whether the block is waterlogged, or null if the block can not be waterlogged.", - "hexcasting.spell.hexical:blockstate_rotation": "Orientation Purification", - "hexical.page.blockstate_rotation.summary": "Pushes the vector of the block's facing direction, or null if the block does not have a facing direction.", - "hexcasting.spell.hexical:blockstate_crop": "Farmer's Purification", - "hexical.page.blockstate_crop.summary": "Pushes a number 0 to 1, corresponding to how grown that crop is, as well as beehives, composters, and cauldrons. Strangely works on cakes too.", - "hexcasting.spell.hexical:blockstate_glow": "Glowing Purification", - "hexical.page.blockstate_glow.summary": "Pushes a boolean for whether the block is in a \"lit\" state, for example furnaces, Redstone torches, lamps, and campfires.", - "hexcasting.spell.hexical:blockstate_lock": "Lock Purification", - "hexical.page.blockstate_lock.summary": "Pushes a boolean for whether the block is currently in a \"open\" state, for example doors, trapdoors, fence gates, and open barrels.", - "hexcasting.spell.hexical:blockstate_turn": "Angle Purification", - "hexical.page.blockstate_turn.summary": "Pushes a number corresponding to the rotation of signs, skulls, and banners.", - "hexcasting.spell.hexical:blockstate_bunch": "Bunching Purification", - "hexical.page.blockstate_bunch.summary": "Pushes how many are in a bunch block, or null otherwise. Useful only for candles, sea pickles, and turtle eggs.", - "hexcasting.spell.hexical:blockstate_book": "Book Purification", - "hexical.page.blockstate_book.summary": "Pushes a boolean for whether lecterns or jukeboxes have a book/music disc in them respectively. Rumors say it works for some kind of magic bookshelf too.", - - "hexical.page.enchantments.title": "Enchantments", - "hexcasting.spell.hexical:get_enchantments": "Thaumaturgist's Purification", - "hexical.page.get_enchantments.summary": "Gets a list of enchantments the item has.", - "hexcasting.spell.hexical:get_enchantment_strength": "Charm Distillation", - "hexical.page.get_enchantment_strength.summary": "Gets the strength of the specific enchantment on the item.", - - "hexical.page.entities.title": "Entities", - "hexcasting.spell.hexical:get_health": "Vitality Purification", - "hexical.page.get_health.summary": "Pushes how close an entity is to death. I can think of these in terms of half-hearts.", - "hexcasting.spell.hexical:get_max_health": "Fitness Purification", - "hexical.page.get_max_health.summary": "Pushes how much health an entity can have at its prime. I can think of these in terms of half-hearts.", - "hexcasting.spell.hexical:get_air": "Suffocation Purification", - "hexical.page.get_air.summary": "Pushes how many seconds before an entity starts to suffocate. This applies to fish out of water as well as land creatures in water.", - "hexcasting.spell.hexical:get_max_air": "Lung Purification", - "hexical.page.get_max_air.summary": "Pushes how many seconds an entity can last outside their normal breathing environment before they start suffocating.", - "hexcasting.spell.hexical:get_player_hunger": "Hunger Purification", - "hexical.page.get_player_hunger.summary": "Pushes how full a player is. I can imagine this as individual hunger hunches.", - "hexcasting.spell.hexical:get_player_saturation": "Stamina Purification", - "hexical.page.get_player_saturation.summary": "Pushes my saturation, which roughly correlates to how long the player will remain full.", - "hexcasting.spell.hexical:is_burning": "Inferno Purification", - "hexical.page.is_burning.summary": "Pushes whether the entity is burning. Also applies to entities that are visually on fire, even if they are immune to fire like blazes attacking.", - "hexcasting.spell.hexical:burning_time": "Inferno Purification II", - "hexical.page.burning_time.summary": "Pushes how long in seconds the entity will continue burning if not put out.", - "hexcasting.spell.hexical:is_wet": "Enderman's Purification", - "hexical.page.is_wet.summary": "Pushes whether the entity is touching rain, water, or in a bubble column.", - "hexcasting.spell.hexical:is_baby": "Youth Purification", - "hexical.page.is_baby.summary": "Pushes whether a living creature is in its baby form. Also works on armor stands oddly.", - "hexcasting.spell.hexical:breedable": "Reproduction Purification", - "hexical.page.breedable.summary": "Pushes whether an animal creature is in love and ready to mate, or null if that creature is not capable of that type of reproduction.", - "hexcasting.spell.hexical:is_sleeping": "Sloth's Purification", - "hexical.page.is_sleeping.summary": "Pushes whether the entity is sleeping. Applies to players, cats, foxes, and a variety of other creatures.", - "hexcasting.spell.hexical:is_sprinting": "Racer's Purification", - "hexical.page.is_sprinting.summary": "Pushes whether the entity is sprinting. Includes if I am swimming or if I have left the ground since sprinting and extends to cats, foxes, and more.", - - "hexical.page.food.title": "Food", - "hexcasting.spell.hexical:edible": "Edibility Purification", - "hexical.page.edible.summary": "Takes in an item identifier and pushes whether you can eat it.", - "hexcasting.spell.hexical:get_hunger": "Calorie Purification", - "hexical.page.get_hunger.summary": "Takes in an item identifier and pushes the amount it will fill you.", - "hexcasting.spell.hexical:get_saturation": "Satiation Purification", - "hexical.page.get_saturation.summary": "Takes in an item identifier and pushes the saturation value, which roughly affects how long it will fill you.", - "hexcasting.spell.hexical:is_meat": "Flesh Purification", - "hexical.page.is_meat.summary": "Takes in an item identifier and pushes whether it's considered a meat (wolves can eat it).", - "hexcasting.spell.hexical:is_snack": "Dessert Purification", - "hexical.page.is_snack.summary": "Takes in an item identifier and pushes whether it's a snack (you can eat it really quickly).", - - "hexical.page.identifiers.title": "Identifiers", - "hexical.page.identifiers.0": "My _Hexes has so far been quite blind to the world. I can get a creature's height, velocity, and more but I can't directly identify that entity. Nature's solution to the problem is the $(o)identifier iota$(). Every entity, block, status effect, enchantment, sound, etc... has a unique identifier that my _Hexes can identify. Once I have two identifiers, I can compare them with each other.", - "hexcasting.spell.hexical:identify": "Detective's Purification", - "hexical.page.identify.summary": "Pushes the identifier of an entity or block at a vector.", - "hexical.page.identifiers.1": "I notice that if I were to use Detective's Purification on an item, it returns that it's an item entity, but if I were to use Recognizer's Purification on that same entity, it would return the type of item. This type of item matches with a block identifier returned by Detective's Purification. I can imagine Recognizer's as returning $(o)additional$() information if possible.", - "hexcasting.spell.hexical:recognize": "Recognizer's Purification", - "hexical.page.recognize.summary": "Pushes extra identifier information of an entity, mainly the item type of an item entity or the item type inside an item frame entity.", - "hexcasting.spell.hexical:get_mainhand_stack": "Tool Purification", - "hexical.page.get_mainhand_stack.summary": "Returns the type of item in my mainhand.", - "hexcasting.spell.hexical:get_offhand_stack": "Accessory Purification", - "hexical.page.get_offhand_stack.summary": "Returns the type of item in my offhand.", - - "hexical.page.item.title": "Items", - "hexcasting.spell.hexical:count_stack": "Storage Purification", - "hexical.page.count_stack.summary": "Takes in an item entity and pushes how many items are in it.", - "hexcasting.spell.hexical:count_max_stack": "Warehouse Purification", - "hexical.page.count_max_stack.summary": "Takes in an item entity and pushes how many items that can stack in it.", - "hexcasting.spell.hexical:damage_stack": "Deterioration Purification", - "hexical.page.damage_stack.summary": "Takes in an item entity and pushes how much damage the item has sustained.", - "hexcasting.spell.hexical:damage_max_stack": "Fragility Purification", - "hexical.page.damage_max_stack.summary": "Takes in an item entity and pushes how much durability the item can have at its peak.", - - "hexical.page.status_effects.title": "Status Effects", - "hexcasting.spell.hexical:get_effects_entity": "Diagnosis Purification", - "hexical.page.get_effects_entity.summary": "Pushes a list of status effects the entity is afflicted with.", - "hexcasting.spell.hexical:get_effects_item": "Prescription Purification", - "hexical.page.get_effects_item.summary": "Pushes a list of status effects the food or potion will bestow.", - "hexcasting.spell.hexical:get_effect_category": "Condition Purification", - "hexical.page.get_effect_category.summary": "Pushes the general \"goodness\" of the effect towards the afflicted. -1 for harmful, 0 for neutral, and 1 for beneficial.", - "hexcasting.spell.hexical:get_effect_amplifier": "Concentration Distillation", - "hexical.page.get_effect_amplifier.summary": "Pushes the potency of the specific effect acting on the entity or null if the entity doesn't have it.", - "hexcasting.spell.hexical:get_effect_duration": "Clearance Distillation", - "hexical.page.get_effect_duration.summary": "Pushes how long the effect will last in seconds or null if the entity doesn't have it.", - - "hexical.page.world.title": "World", - "hexcasting.spell.hexical:get_light": "Luminance Purification", - "hexical.page.get_light.summary": "Pushes the light level at the position as a number 0 to 15. If inside a nontransparent block, it returns zero.", - "hexcasting.spell.hexical:get_weather": "Meterologist's Reflection", - "hexical.page.get_weather.summary": "Pushes a number corresponding to the weather. 0 for clear, 1 for rain, and 2 for thundering.", - "hexcasting.spell.hexical:get_time": "Temporal Reflection", - "hexical.page.get_time.summary": "Pushes the age of the world in seconds.", - "hexcasting.spell.hexical:get_biome": "Geographical Purification", - "hexical.page.get_biome.summary": "Pushes the identifier of the biome type that the vector is within.", - "hexcasting.spell.hexical:get_dimension": "Plane Reflection", - "hexical.page.get_dimension.summary": "Pushes the identifier of the dimension the _Hex is being cast in." -} diff --git a/projects/1.19/assets/modrinth-hexical/hexical/lang/zh_cn.json b/projects/1.19/assets/modrinth-hexical/hexical/lang/zh_cn.json deleted file mode 100644 index 07fb7d9dfea7..000000000000 --- a/projects/1.19/assets/modrinth-hexical/hexical/lang/zh_cn.json +++ /dev/null @@ -1,679 +0,0 @@ -{ - "advancements.hexical.arch_lamp.title": "守护进程", - "advancements.hexical.arch_lamp.description": "获得大精灵神灯。", - - "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_genie.title": "新秩序", - "advancements.hexical.educate_genie.description": "向精灵传授新的指示。", - "advancements.hexical.lamp.title": "可造之材", - "advancements.hexical.lamp.description": "获得精灵神灯。", - "advancements.hexical.augmented_reality.title": "增强现实", - "advancements.hexical.augmented_reality.description": "构筑一个视斑。", - "advancements.hexical.diy_conjuring.title": "构筑DIY!", - "advancements.hexical.diy_conjuring.description": "为术士方块附加改进。", - "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.hallucinate.title": "只在我的脑海里", - "advancements.hexical.hallucinate.description": "播放一段只有你能听见的声音!", - "advancements.hexical.media_slurp.title": "迷幻", - "advancements.hexical.media_slurp.description": "“你觉得有些东西不太对劲。”", - - "block.hexical.hex_candle": "咒术蜡烛", - "block.hexical.mage_block": "术师方块", - "block.hexical.media_jar": "媒质罐", - "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", - "entity.hexical.living_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.telepathy": "心灵感应", - "item.hexical.arch_lamp": "大精灵神灯", - "item.hexical.conjured_compass": "构筑的指南针", - "item.hexical.conjured_staff": "构筑的法杖", - "item.hexical.grimoire": "咒典", - "item.hexical.hexburst": "咒术星爆糖", - "item.hexical.hextito": "咒力多滋", - "item.hexical.lamp": "手持式精灵神灯", - "item.hexical.gauntlet_staff": "护手法杖", - "item.hexical.lightning_rod_staff": "避雷针法杖", - "item.hexical.living_scroll_small": "小型活线卷轴", - "item.hexical.living_scroll_medium": "中型活线卷轴", - "item.hexical.living_scroll_large": "大型活线卷轴", - "itemGroup.hexical.general": "Hexical", - "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.sudden_realization": "点子:出现", - "subtitles.hexical.player_slurp": "玩家:啜饮", - "subtitles.hexical.candle_flares": "蜡烛:噼啪作响", - "subtitles.hexical.replenish_air": "空气:出现", - "tooltip.hexical.scroll_aged": "陈化", - "tooltip.hexical.scroll_glow": "发光", - "tooltip.hexical.scroll_vanished": "隐消", - "particle.minecraft.soul_7": "", - "misc.hexical.media_vision": "", - - "hexical.autograph.header": "由以下人士亲笔签名:", - - "hexical.fortune.0": "必然如此。", - "hexical.fortune.1": "绝对可以。", - "hexical.fortune.2": "毫无疑问。", - "hexical.fortune.3": "当然。", - "hexical.fortune.4": "大可放心。", - "hexical.fortune.5": "我想是的。", - "hexical.fortune.6": "很有可能。", - "hexical.fortune.7": "前景很好。", - "hexical.fortune.8": "是。", - "hexical.fortune.9": "如你所想。", - "hexical.fortune.10": "回应不太清晰,再试一次吧。", - "hexical.fortune.11": "请稍后再问。", - "hexical.fortune.12": "天机不可泄露。", - "hexical.fortune.13": "无法预测。", - "hexical.fortune.14": "集中注意力,再问一遍。", - "hexical.fortune.15": "想得美。", - "hexical.fortune.16": "我看不行。", - "hexical.fortune.17": "资料表明不行。", - "hexical.fortune.18": "前景不太好。", - "hexical.fortune.19": "很悬。", - - "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.prestidigitation": "一个对戏法敏感的方块", - "hexcasting.mishap.bad_item.grimoire": "一个咒典", - "hexcasting.mishap.bad_item.firework_star": "一个烟火之星", - "hexcasting.mishap.bad_item.has_brain": "一个能够思考的村民", - "hexcasting.mishap.bad_item.smart_villager": "一个老手或更高等级的村民", - "hexcasting.mishap.bad_item.lamp_full": "一个带有媒质的神灯", - "hexcasting.mishap.bad_item.lamp": "一个空神灯", - "hexcasting.mishap.bad_item.living_scroll": "一个活线卷轴", - "hexcasting.mishap.bad_item.prestidigitation": "一个对戏法敏感的实体", - "hexcasting.mishap.bad_item.mesh": "一个网斑", - "hexcasting.mishap.bad_item.speck": "一个视斑", - "hexcasting.mishap.bad_item.specklike": "一个类视斑实体", - "hexcasting.mishap.invalid_value.axis_vector": "一个轴向向量", - "hexcasting.mishap.invalid_value.solid_block": "一个非空气方块", - "hexcasting.mishap.invalid_value.entity_or_vector": "一个实体或向量", - "hexcasting.mishap.invalid_value.pattern_list": "一个仅由图案组成的列表", - "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.class.dye": "一个染料", - "hexcasting.mishap.invalid_value.class.identifier": "一个标识", - "hexcasting.mishap.invalid_value.class.pigment": "一个染色剂", - "hexcasting.mishap.invalid_value.true_dye": "一个有色染料", - "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.enchantment_id": "一个代表魔咒的标识", - "hexcasting.mishap.invalid_value.block_id": "一个代表方块的标识", - "hexcasting.mishap.invalid_value.item_id": "一个代表物品的标识", - "hexcasting.mishap.invalid_value.food_id": "一个代表食物物品的标识", - "hexcasting.mishap.invalid_value.status_effect_id": "一个代表状态效果的标识", - "hexcasting.mishap.invalid_value.potion_holding": "一个食物、药水、或药箭物品实体", - "hexcasting.mishap.invalid_value.identifiable": "一个可标识目标", - "hexcasting.mishap.invalid_value.integer_natural": "一个大于0的整数", - "hexcasting.mishap.invalid_value.recognizable": "一个带有额外信息的目标", - "hexcasting.mishap.invalid_value.lenient_living": "一个活体或盔甲架", - "hexcasting.mishap.invalid_value.nonempty_list": "一个非空列表", - "hexcasting.mishap.invalid_value.true_dye_list": "一个有色染料列表", - "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": "本应提供可染色目标。", - "hexcasting.mishap.hexical:inedible": "魔袋中的物品无法食用。", - "hexcasting.mishap.hexical:needs_chorus_fruit": "物品栏中需有紫颂果。", - "hexcasting.mishap.hexical:needs_conjured_staff": "本应由构筑的法杖施放。", - "hexcasting.mishap.hexical:needs_lamp": "本应由精灵神灯施放。", - "hexcasting.mishap.hexical:needs_hand_lamp": "本应由手持式精灵神灯施放。", - "hexcasting.mishap.hexical:needs_arch_lamp": "本应由大精灵神灯施放。", - "hexcasting.mishap.hexical:needs_skippable": "本应使用于西西弗斯之策略或托特之策略中。", - "hexcasting.mishap.hexical:needs_thoth": "本应使用于托特之策略中。", - "hexcasting.mishap.hexical:outside_circle": "法术超出了法术环的边界。", - "hexcasting.mishap.hexical:themis": "伪栈栈顶本应存在一个数。", - - "hexcasting.spell.book.hexical:theodolite": "经纬仪之纯化", - "hexcasting.spell.book.hexical:damage_stack": "损耗之纯化", - "hexcasting.spell.book.hexical:get_arch_lamp_position": "大精灵之精思:空间型", - "hexcasting.spell.book.hexical:get_arch_lamp_rotation": "大精灵之精思:旋转型", - "hexcasting.spell.book.hexical:get_arch_lamp_velocity": "大精灵之精思:运动型", - "hexcasting.spell.book.hexical:get_arch_lamp_use_time": "大精灵之精思:时间型", - "hexcasting.spell.book.hexical:get_arch_lamp_media": "大精灵之精思:媒质型", - "hexcasting.spell.book.hexical:get_arch_lamp_storage": "大精灵之精思:记忆型", - "hexcasting.spell.book.hexical:get_effect_amplifier": "浓度之馏化", - "hexcasting.spell.book.hexical:get_effects_item": "处方之纯化", - "hexcasting.spell.book.hexical:get_enchantments": "奇术师之纯化", - "hexcasting.spell.book.hexical:breedable": "繁衍之纯化", - "hexcasting.spell.book.hexical:get_hand_lamp_position": "精灵之精思:空间型", - "hexcasting.spell.book.hexical:get_hand_lamp_rotation": "精灵之精思:旋转型", - "hexcasting.spell.book.hexical:get_hand_lamp_velocity": "精灵之精思:运动型", - "hexcasting.spell.book.hexical:get_hand_lamp_use_time": "精灵之精思:时间型", - "hexcasting.spell.book.hexical:get_hand_lamp_media": "精灵之精思:媒质型", - "hexcasting.spell.book.hexical:get_hand_lamp_storage": "精灵之精思:记忆型", - "hexcasting.spell.book.hexical:get_biome": "地理之纯化", - "hexcasting.spell.book.hexical:get_weather": "天气学家之精思", - "hexcasting.spell.book.hexical:recognize": "识别器之纯化", - "hexcasting.spell.book.hexical:shuffle_pattern": "图案制作师之馏化", - "hexcasting.spell.book.hexical:zone_specklike": "区域之馏化:类视斑", - "hexcasting.spell.book.hexical:modify_block_bouncy": "弹性", - "hexcasting.spell.book.hexical:modify_block_energized": "激能", - "hexcasting.spell.book.hexical:modify_block_ephemeral": "消逝", - "hexcasting.spell.book.hexical:modify_block_invisible": "隐形", - "hexcasting.spell.book.hexical:modify_block_replaceable": "可替", - "hexcasting.spell.book.hexical:modify_block_semipermeable": "半透", - "hexcasting.spell.book.hexical:modify_block_volatile": "失稳", - "hexcasting.spell.book.hexical:read_shelf": "图书管理员之纯化,第二型", - - "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$(o)友好$()……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。$(media)媒质$()本身也变得更可塑、更$(o)可操纵$(),产生更为精确精细的媒质效果已不是难事。", - "hexical.page.hexical_changes.1": "我的工具也更顺手了。我注意到,使用$(l:items/staff)$(item)法杖$()时耗费的注意力减少了,我也能在使用时四处走动;之后射线追踪的时候目标就再也跑不出我的视线范围了。不过我也不能太过放松,自然对我失误的惩罚力度依然如旧。我现在还可以用$(l:patterns/readwrite#hexcasting:write)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$()了!", - "hexical.page.gauntlet_staff.0": "法杖很重,拿着也不趁手。如果对其失去了兴趣,可以换成这个护手一样的“$(l:items/staff)$(item)法杖$()”,以此亲手感知、亲手操控媒质。", - "hexical.page.gauntlet_staff.1": "$(o)等等,手指是什么东西?$()", - - "hexical.page.grimoire.title": "咒典", - "hexical.page.grimoire.0": "以充能紫水晶和$(l:items/edified)$(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": "在物品栏中放有$(item)咒典$(),再通过$(l:items/staff)$(item)法杖$()绘制其中与图案列表关联的$(l:patterns/patterns_as_iotas)图案$(),该图案会$(o)扩展$()成对应列表,同时发出一阵微弱的$(hex)咒术$()施放声。如此就为繁重的咒术(比如射线追踪曼怛罗和大型图案)创建了捷径。$(item)咒典$()甚至能截获自然提供的图案,可以完全覆写,也可加入额外功能。$(br2)$(o)要是想读一本还没写出来的书,那就亲自去写。$()", - "hexcasting.spell.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.spell.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.spell.hexical:index_grimoire": "档案员之精思", - "hexical.page.index_grimoire.summary": "获取$(item)咒典$()中所有图案的列表。", - - "hexical.page.hex_candle.title": "咒术蜡烛", - "hexical.page.hex_candle.0": "首次以$(l:hexical:patterns/spells/prestidigitation)魔法$()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,它会复制该人的染色剂。也可以手持染色剂物品右击直接改变它的颜色。熄灭则需潜行右击。", - - "hexical.page.living_scroll.title": "活线卷轴", - "hexical.page.living_scroll.0": "活线卷轴中混有一小份紫水晶,其上墨迹会像$(l:items/staff)$(item)法杖$()绘制出的图案那样颤动。活线卷轴的神奇之处还不止于此,它还能展示图案列表。$(br2)$(o)不带点疯劲,怎么能叫作家呢?$()", - "hexical.page.living_scroll.1": "卷轴上的图案可随意重绘,也可从卷轴中读出图案。这类卷轴只接受图案列表,单个图案 iota 会自动置入列表之中。写有图案列表时,活线卷轴会依次展示单个图案。图案每秒切换一次,所有活线卷轴都会同步切换。就算是在不同时间点向两份卷轴写入同一图案列表,最后两者也会建立同步。", - "hexical.page.living_scroll.2": "后页记录了一些用来操纵活线卷轴的法术。再次施放法术就能消除大部分此类法术产生的效果。它们都无需消耗媒质。", - "hexcasting.spell.hexical:age_scroll": "陈化卷轴", - "hexical.page.age_scroll.summary": "令卷轴的纸页泛黄,产物和我找到的一些远古卷轴极为相似。", - "hexcasting.spell.hexical:glow_scroll": "点亮墨迹", - "hexical.page.glow_scroll.summary": "使得活线卷轴的墨迹在暗处发光。", - "hexcasting.spell.hexical:color_scroll": "色染墨迹", - "hexical.page.color_scroll.summary": "改变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.spell.hexical:vanish_scroll": "隐消卷轴", - "hexical.page.vanish_scroll.summary": "使得卷轴的纸张隐形,图案保留不变,看上去就像图案被蚀刻在方块表面一样。", - - "hexical.page.media_jar.title": "媒质罐", - "hexical.page.media_jar.0": "我制作了这个能盛液态$(media)媒质$()的小装饰件,它会闪闪发光。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$(hex)咒术师们$()解决了这个难题,从而造出了瓶装的液态$(media)媒质$()。", - "hexical.page.media_jar.1": "之前的$(hex)咒术师们$()还制造了一种类似的物品,他们通常会饮用其中液体,以此预知未来。瓶中装着的可是浸润于万事万物的思维能量,它给出的答案也许值得一听。$(br2)$(o)如你所想。$()", - - "hexical.category.lamp": "精灵神灯", - "hexical.category.lamp.desc": "我曾在村民讲述的故事中听到过一个魔法物件。传说中有一个能实现愿望的精灵住在里面,但我怀疑这不过是数百年来口口相传所生的附会罢了。不过传说必然不会毫无来由,因此我分出了这一章,用于记录我对它的研究。", - - "hexcasting.spell.hexical:lamp_finale": "终局之精思", - "hexical.page.lamp_finale.hand": "放下神灯的那一刹那,神灯会额外施法一次。这个图案能判断精灵的施法是否是最后一次,并据此做出反应。", - "hexical.page.lamp_finale.arch": "停止大精灵神灯时,它会额外施法一次。我可以使用这个图案来判断某一次施法是否是最后的残响。", - - "hexical.page.mysterious_lamp.title": "神秘的灯壶", - "hexical.page.mysterious_lamp.0": "我终于找到了上千年传言中说的东西了!如此强大的物件居然是在一位流浪商人的手里。这件神灯仍带有难以捉摸的残存$(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$(o)媒质空腔结构$()。神灯里还有一个实体,它的施法能力与我相当。", - "hexcasting.spell.hexical:educate_genie": "教导精灵", - "hexical.page.educate_genie.summary": "将我的想法教给实体。而因为我是在$(o)教导$()实体,而非$(o)蚀刻$()$(l:items/hexcasting)$(item)施法物品$(),交予精灵的$(hex)咒术$()可在后续任意时刻任意修改,而不会因此损失$(media)媒质$()。", - - "hexical.page.new_possibilities.title": "全新的可能性", - "hexical.page.new_possibilities.0": "$(o)$(l)每一时刻$()它都在施法。往里写入法术后,迎面而来的是一束精确而又永不停歇的$(media)媒质$()流。我估计施法速度大概是在每秒二十次。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.new_possibilities.1": "我设计了一些配合神灯的有用图案,见后续页。这些图案只应该由神灯中的精灵运行,否则招致的便是“冒充精灵”事故,施法物品会脱手,并产生红色火花。$(br2)$(o)是的,但你的$(l)$(o)咒术师$()$(o)总是关注能不能做到,而不想想应不应该这么做。$()", - "hexcasting.spell.hexical:get_hand_lamp_position": "精灵之精思:空间型", - "hexical.page.get_hand_lamp_position.summary": "将我开始使用神灯时的位置压入栈顶。", - "hexcasting.spell.hexical:get_hand_lamp_rotation": "精灵之精思:旋转型", - "hexical.page.get_hand_lamp_rotation.summary": "将我开始使用神灯时的朝向压入栈顶。", - "hexcasting.spell.hexical:get_hand_lamp_velocity": "精灵之精思:运动型", - "hexical.page.get_hand_lamp_velocity.summary": "将我开始使用神灯时的速度压入栈顶。", - "hexcasting.spell.hexical:get_hand_lamp_use_time": "精灵之精思:时间型", - "hexical.page.get_hand_lamp_use_time.summary": "将神灯使用的时间压入栈顶。该数除以 20 后即为开始使用神灯后经过的秒数。", - "hexcasting.spell.hexical:get_hand_lamp_media": "精灵之精思:媒质型", - "hexical.page.get_hand_lamp_media.summary": "将神灯中剩余的$(media)媒质$()量压入栈顶,以紫水晶粉计。", - "hexcasting.spell.hexical:with_hand_lamp": "精灵之精思", - "hexical.page.with_hand_lamp.summary": "检验当前$(hex)咒术$()是否由手持式精灵神灯施放。", - "hexcasting.spell.hexical:get_hand_lamp_storage": "精灵之精思:记忆型", - "hexical.page.set_hand_lamp_storage.summary": "将神灯的内部存储设为任意 iota。奇特的是,这个图案不会招致“违犯他人”事故,也许是因为使用神灯时需要我维持注意力集中吧。", - "hexcasting.spell.hexical:set_hand_lamp_storage": "精灵之策略", - "hexical.page.get_hand_lamp_storage.summary": "取出手持式神灯内部存储的 iota,默认返回 Null。", - - "hexical.page.offerings.title": "仪献意识", - "hexical.page.offerings.0": "施放咒术会使得意识失去思考的能量,镇定知觉,麻痹神经元……真是叫人欲罢不能。对于$(l:items/staff)$(item)法杖$()、$(l:items/hexcasting)$(item)施法物品$()、法术环来说,施法的速度足够缓慢,能给意识喘息的时间;促动石则一经校准无需再次更换。不过论及神灯的施法速度,那就算是最高效的意识也难以为继。", - "hexical.page.offerings.1": "神灯会困住精灵,向里面重新充能就会将其释放出来。因此,为精灵神灯重新充能的唯一手段,便是同时替换$(media)媒质$()$(o)和$()精灵,强令一个全新的意识代替原有的工作。用一个村民就可以了。这也是我所制造的法术的用途。$(br2)$(o)我的名字?我的名字是……哦天哪,我为什么记不起我的名字了?$()", - "hexcasting.spell.hexical:offer_mind": "制造精灵", - "hexical.page.offer_mind.summary": "可由我施放,能从村民那里$(o)借来$()经验和记忆,交给我副手中的神灯。图案本身需要消耗 1 个充能紫水晶,同时消耗我给予精灵的$(media)媒质$()。", - "hexical.page.offerings.2": "值得留意的是,这个法术$(o)不会$()杀死村民,而是会从其意识中分出一部分用作精灵的替代品。村民的主意识则只会失去一部分记忆。我听过传言称,古代的$(hex)咒术师们$()会以此像种庄稼一样$(o)培育$()村民的意识,再消耗育成的意识给神灯充能,并留出时间供村民重新学习他们失去的意识。", - "hexical.page.offerings.3": "不是所有村民都能变成精灵。我推测,那些不及老手等级的村民不具有值得使用的媒质,对他们施放的法术也会直接失效。而在将村民的大部分知识$(o)优化$()到施法方向后,专家大概不会比老手强出多少。不过,某些技能应该还是会影响到施法的质量。笔记见下页。", - "hexical.page.offerings.4": "根深蒂固的意识和生来具有的能力似乎不受优化流程的影响。大师村民们的技艺已臻完美,知识也已烂熟于心,因此他们的施法能力有了质的飞跃。一生都在周游世界的流浪商人则极其熟稔于探索,由他们制成的神灯也会反应出这一特质。", - - "hexical.page.arch_lamps.title": "大精灵神灯", - "hexical.page.arch_lamps.0": "大师级村民的意识不只是丢失意识,而是会离开身体,完全取代原本的精灵。而因为施放法术的是独立的实体,神灯应该能在我没手持的时候施法。这些大精灵神灯对应的操作是“启动”和“停止”,而非“使用”。而当其处于我物品栏中时,就算没有我的输入,它们也会每时每刻施法。", - "hexical.page.arch_lamps.1": "大精灵神灯的输出太过庞大,甚至能令我周围的空气进入$(media)媒质$()饱和状态……不可思议。不幸的是,若在我物品栏中有两个神灯同时处于启动状态,它们的回响会相互碰撞,致使其停止,并使得物品栏中所有大精灵神灯几秒内无法使用。同一时刻应当只有一个大精灵神灯启动,但此时还可以使用一个普通神灯。", - "hexical.page.arch_lamps.2": "$(o)我是一大团肉乎乎的东西,体表圆滑,没有嘴。原来曾经是眼睛的地方如今是两个冒着白烟的洞,两根橡胶棒似的东西曾经是我的双臂。肉向四周摊开变成一堆没有腿的肉团,柔软滑腻。$(br2)我没有嘴,但我必须呐喊。$()", - "hexcasting.spell.hexical:activate_arch_lamp": "启动大精灵", - "hexical.page.activate_arch_lamp.summary": "此图案可由$(l:items/hexcasting)$(item)施法物品$()、$(l:items/staff)$(item)法杖$(),以及大精灵神灯自身运行。停止所有大精灵神灯,并启动一个先前未启动的。", - "hexcasting.spell.hexical:terminate_arch_lamp": "终止大精灵", - "hexical.page.terminate_arch_lamp.summary": "此图案可由$(l:items/hexcasting)$(item)施法物品$()、$(l:items/staff)$(item)法杖$(),以及大精灵神灯自身运行。停止当前启动的大精灵神灯。", - "hexcasting.spell.hexical:has_arch_lamp": "大精灵之纯化", - "hexical.page.has_arch_lamp.summary": "判断玩家当前是否已启动大精灵神灯。", - "hexcasting.spell.hexical:get_arch_lamp_position": "大精灵之精思:空间型", - "hexical.page.get_arch_lamp_position.summary": "将我开始使用大精灵神灯时的位置压入栈顶。", - "hexcasting.spell.hexical:get_arch_lamp_rotation": "大精灵之精思:旋转型", - "hexical.page.get_arch_lamp_rotation.summary": "将我开始使用大精灵神灯时的朝向压入栈顶。", - "hexcasting.spell.hexical:get_arch_lamp_velocity": "大精灵之精思:运动型", - "hexical.page.get_arch_lamp_velocity.summary": "将我开始使用大精灵神灯时的速度压入栈顶。", - "hexcasting.spell.hexical:get_arch_lamp_use_time": "大精灵之精思:时间型", - "hexical.page.get_arch_lamp_use_time.summary": "将神灯使用的时间压入栈顶。该数除以 20 后即为开始使用神灯后经过的秒数。", - "hexcasting.spell.hexical:get_arch_lamp_media": "大精灵之精思:媒质型", - "hexical.page.get_arch_lamp_media.summary": "将神灯中剩余的$(media)媒质$()量压入栈顶,以紫水晶粉计。", - "hexcasting.spell.hexical:with_arch_lamp": "大精灵之精思", - "hexical.page.with_arch_lamp.summary": "检验当前$(hex)咒术$()是否由大精灵神灯施放。", - "hexcasting.spell.hexical:get_arch_lamp_storage": "大精灵之精思:记忆型", - "hexical.page.get_arch_lamp_storage.summary": "可由$(l:items/hexcasting)$(item)施法物品$()、$(l:items/staff)$(item)法杖$(),以及大精灵神灯自身运行。获取神灯的 iota 存储。", - "hexcasting.spell.hexical:set_arch_lamp_storage": "大精灵之策略", - "hexical.page.set_arch_lamp_storage.summary": "可由$(l:items/hexcasting)$(item)施法物品$()、$(l:items/staff)$(item)法杖$(),以及大精灵神灯自身运行。设定神灯的 iota 存储。可能招致“违犯他人”事故。", - - "hexical.page.enlightened_patterns.title": "启迪后图案", - "hexical.page.enlightened_patterns.0": "在经过启迪之后,我敏锐地意识到,世上真的存在协助我感知和操纵$(media)媒质$()的图案。这些图案并无其他更进一步的需求,也许我一直都能运行它们,但也一直浑然不觉。", - "hexcasting.spell.hexical:am_enlightened": "显圣之纯化", - "hexical.page.am_enlightened.summary": "检验所给玩家是否和我一样经过启迪。", - "hexcasting.spell.hexical:is_brainswept": "感知之纯化", - "hexical.page.is_brainswept.summary": "检验实体“是否经由魔法手段去除了意识”。我总觉得它和$(l:patterns/great_spells/brainsweep)$(action)剥离意识$()之间有种紧密的联系……", - - "hexical.page.simple_patterns.title": "Hexical 图案", - "hexcasting.spell.hexical:entity_width": "卡尺之纯化", - "hexical.page.entity_width.summary": "类似$(l:patterns/basics#hexcasting:get_entity_height)$(action)测高仪之纯化$(),但返回的不是实体的高度,而是实体的宽度。", - "hexcasting.spell.hexical:theodolite": "经纬仪之纯化", - "hexical.page.theodolite.summary": "类似$(l:patterns/basics#hexcasting:get_entity_look)$(action)照准仪之纯化$(),但返回向量并不指向实体的视线,而是自其头部指向上方。", - "hexcasting.spell.hexical:swap_one_three": "反照之策略", - "hexical.page.swap_one_three.summary": "反照栈顶三个 iota 的顺序,将 A, B, C 变为 C, B, A。相当于交换栈顶元素和栈顶往下第三元素。", - "hexcasting.spell.hexical:swap_two_three": "泡浮之策略", - "hexical.page.swap_two_three.summary": "使得栈顶往下第三元素上浮过栈顶往下第二元素,相当于交换它们。", - "hexcasting.spell.hexical:similar": "相似之馏化", - "hexical.page.similar.summary": "检验两个 iota 是否类型相同。", - "hexcasting.spell.hexical:congruent": "全等之馏化", - "hexical.page.congruent.summary": "检验两个图案是否外形相同且方向相同。", - "hexcasting.spell.hexical:dup_many": "狄俄斯库里之策略,第二型", - "hexical.page.dup_many.summary": "接受一个数,并复制栈顶开始所给数个元素,保留顺序。", - "hexcasting.spell.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咒术师会把这些图案用在某种$(o)庞大的图书馆$()中。", - - "hexical.page.perlin.title": "准随机", - "hexical.page.perlin.0": "某些地点的环境$(media)媒质$()密度比其他位置高。这种密度可以测量;甚至能在时间上回溯或前进,以获取与该位置和该时间对应的、在 0 到 1 之间的准随机数。时间和空间上距离较近的点得到的结果也相近。", - "hexcasting.spell.hexical:perlin": "柏林之馏化", - "hexical.page.perlin.summary": "测量所给空间和时间的环境$(media)媒质$()密度,结果在 0 到 1 之间。", - - "hexical.page.special_raycasts.title": "特殊射线追踪", - "hexcasting.spell.hexical:fluid_raycast": "海军之馏化", - "hexical.page.fluid_raycast.summary": "与$(l:patterns/basics#hexcasting:raycast)$(action)弓箭手之馏化$()类似,但只会瞄准液体,无视其余方块。", - "hexcasting.spell.hexical:fluid_surface_raycast": "睡莲之馏化", - "hexical.page.fluid_surface_raycast.summary": "与$(l:patterns/basics#hexcasting:raycast/axis)$(action)建筑师之馏化$()类似,但只会瞄准液体,无视其余方块。", - "hexcasting.spell.hexical:piercing_raycast": "轨道炮之提整", - "hexical.page.piercing_raycast.summary": "与$(l:patterns/basics#hexcasting:raycast)$(action)弓箭手之馏化$()类似,但会额外接受一个标识。在抵达标识对应的方块前,此操作会无视其他方块。", - "hexcasting.spell.hexical:piercing_surface_raycast": "激光之提整", - "hexical.page.piercing_surface_raycast.summary": "与$(l:patterns/basics#hexcasting:raycast/axis)$(action)建筑师之馏化$()类似,但会额外接受一个标识。在抵达标识对应的方块前,此操作会无视其他方块。", - - "hexical.page.telepathy.title": "心灵感应", - "hexical.page.telepathy": "$(media)媒质$()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,在于玩家的意识对$(hex)咒术$()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,我可以从其读取或向其写入思维。", - "hexcasting.spell.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“心灵感应”键的时间,如果未按下则返回 -1。", - "hexcasting.spell.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.spell.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.spell.hexical:pling": "幻听扣弦", - "hexical.page.pling.summary": "使我听到一段扣弦声,其他玩家无法听见。", - "hexcasting.spell.hexical:click": "幻听咔哒", - "hexical.page.click.summary": "使我听到一段咔哒声,其他玩家无法听见。", - "hexcasting.spell.hexical:moving_up": "突进之精思", - "hexical.page.moving_up.summary": "压入我试图向前移动的时间,未按下“向前移动”则返回 -1。", - "hexcasting.spell.hexical:moving_down": "后撤之精思", - "hexical.page.moving_down.summary": "压入我试图向后移动的时间,未按下“向后移动”则返回 -1。", - "hexcasting.spell.hexical:moving_left": "左躲之精思", - "hexical.page.moving_left.summary": "压入我试图向左移动的时间,或返回 -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.spell.hexical:moving_right": "右避之精思", - "hexical.page.moving_right.summary": "压入我试图向右移动的时间,或返回 -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.spell.hexical:jumping": "腾跃之精思", - "hexical.page.jumping.summary": "压入我试图跳跃的时间,未按下“跳跃”则返回 -1。", - - "hexical.page.soroban.title": "珠算图案", - "hexical.page.soroban.0": "这些图案能操纵一个虚计数器。在$(l:patterns/readwrite#hexcasting:local)渡鸦之思$()被占用或用得太多时,这些图案就能派上用场,比如维护$(l:patterns/meta#hexcasting:for_each)$(action)托特$()循环的迭代次数。一些远古时代的残本推荐将其用于某种$(o)递归深度$()的统计。$(br2)需注意,它们直接用法杖绘制时无法正常工作。似乎这些存储量只会存在一瞬。", - "hexcasting.spell.hexical:soroban_increment": "珠算之精思", - "hexical.page.soroban_increment.summary": "压入珠算计数器当前值,而后令计数器增加 1。", - "hexcasting.spell.hexical:soroban_decrement": "珠算之精思,第二型", - "hexical.page.soroban_decrement.summary": "压入珠算计数器当前值,而后令计数器减少 1。", - "hexcasting.spell.hexical:soroban_reset": "珠算之策略", - "hexical.page.soroban_reset.summary": "重置珠算计数器。", - - "hexical.page.metas.title": "Hexical 元运行", - "hexcasting.spell.hexical:janus": "雅努斯之策略", - "hexical.page.janus.0": "立即终止当前$(hex)咒术$(),无视所有限制。不同于$(l:patterns/meta#hexcasting:halt)$(action)卡戎之策略$(),它甚至能跳出$(l:patterns/meta#hexcasting:for_each)$(action)托特之策略$()和$(l:patterns/meta#hexcasting:eval)$(action)赫尔墨斯之策略$()。", - "hexical.page.janus.1": "此策略适合在$(hex)咒术$()抵达期望状态时提前结束它,而不需考虑$(l:patterns/meta#hexcasting:halt)$(action)卡戎之策略$()的种种局限;$(l:hexical:patterns/metaevals#hexical:janus)$(action)雅努斯之策略$()不受$(l:patterns/meta#hexcasting:eval)$(action)赫尔墨斯之策略$()和$(l:patterns/meta#hexcasting:for_each)$(action)托特之策略$()影响。$(br2)$(o)理解事物已然终结非常重要。$()", - "hexcasting.spell.hexical:nephthys": "奈芙蒂斯之策略", - "hexical.page.nephthys.0": "弹出一个图案或图案列表,在栈顶往下一定位置处施放所给图案或列表,向下的元素数即是图案尾部的长度。达成的效果与外科医师之提整类似。", - "hexical.page.nephthys.1": "这个图案非常好用,与$(l:patterns/stackmanip#hexcasting:mask)$(action)簿记员之策略$()配合几乎能处理栈中的所有问题,潜入栈中后压入 iota,再处理“栈顶”的 iota。这一操作的名字来源于哀悼和河流的女神,意指其“深埋”或“潜入”栈中的操作。$(br2)$(o)……时间旅行的未知……类似于盲目潜入冰冷水域的深处,再像颗橡子一样任由浮沉。$()", - "hexcasting.spell.hexical:sekhmet": "塞赫麦特之策略", - "hexical.page.sekhmet.0": "清除栈,栈顶若干元素除外,具体数量由图案的尾部长度决定。上方的示例分别会保留 0 个、1 个、2 个 iota。直接绘制时$(o)不是$()元运行。", - "hexical.page.sekhmet.1": "此策略的效果可通过$(l:patterns/stackmanip#hexcasting:stack_len)$(action)群体之精思$()、$(l:patterns/lists#hexcasting:last_n_list)$(action)群体之策略$()、$(l:patterns/lists#hexcasting:slice)$(action)选择之提整$()、$(l:patterns/lists#hexcasting:splat)$(action)群体之拆解$()序列简单达成,但这个策略使用起来相当方便。它和托特之策略相性极佳,适合对付那些只需返回栈顶若干元素、其余 iota 仅参与施放的伪栈。$(br2)$(o)凡事都可能,但不都有必要。$()", - "hexcasting.spell.hexical:atalanta": "阿塔兰忒之策略", - "hexical.page.atalanta.0": "只应在$(l:patterns/meta#hexcasting:for_each)$(action)托特之策略$()或$(l:hexical:patterns/metaevals#hexical:sisyphus)$(action)西西弗斯之策略$()内部使用。效果与$(l:patterns/meta#hexcasting:halt)$(action)卡戎之策略$()类似,但不会完全停止迭代,而只是会跳过当前迭代剩余的部分。", - "hexical.page.atalanta.1": "此图案常用作多重条件循环的“卫语句”。比如,在获取到实体列表后,可能只需根据一长串条件挑出一部分作为目标。使用此图案,即可避免造出层层嵌套的条件判断,而是在判断不通过时直接“$(o)continue$()”/“$(o)继续$()”到下一迭代,如此就无需执行本迭代内后续的语句了。$(br2)$(o)You shall not pass!$()", - "hexcasting.spell.hexical:castor": "卡斯托耳之策略", - "hexical.page.castor.0": "只应在$(l:patterns/meta#hexcasting:for_each)$(action)托特之策略$()内部使用。详情见下一页。小心“钻研过深”事故。", - "hexical.page.castor.1": "此图案会出栈一个 iota,并将其作为$(l:patterns/meta#hexcasting:for_each)$(action)托特之策略$()的一个新迭代项,在当前迭代结束后立即开始。该迭代的栈顶元素即为所出栈的元素。想成把 iota 放到$(l:patterns/meta#hexcasting:for_each)$(action)托特之策略$()所接受的迭代列表的开头,可能会更好理解。$(br2)$(o)不要永远沿着路走,而要走无路之处……并留下你的足迹。$()", - "hexcasting.spell.hexical:pollux": "波吕克斯之策略", - "hexical.page.pollux.0": "$(l:hexical:patterns/metaevals#hexical:castor)$(action)卡斯托耳之策略$()的兄弟图案,此图案会将新迭代置于所有迭代的末尾。同样有风险招致“钻研过深”事故。", - "hexical.page.pollux.1": "效果与其兄弟图案基本一致,但新的迭代置于末尾。我曾阅读过详细记载使用这对图案的技术的卷轴,技术的名字是$(o)$(l:https://en.wikipedia.org/wiki/Depth-first_search)深度优先搜索$()和$(o)$(l:https://en.wikipedia.org/wiki/Breadth-first_search)广度优先搜索$()。$(br2)$(o)深入之前应先探索表面。$()", - "hexcasting.spell.hexical:sisyphus": "西西弗斯之策略", - "hexical.page.sisyphus.0": "接受一个图案列表,并持续不断运行,直至遇到$(l:patterns/meta#hexcasting:halt)$(action)卡戎之策略$()或$(l:hexical:patterns/metaevals#hexical:janus)$(action)雅努斯之策略$()。", - "hexical.page.sisyphus.1": "我曾听过有些能够自我复制的$(hex)咒术$(),叫做“$(o)自产生程序$()”,常用于制造无限循环,但涉及它的实操比较麻烦。此策略简化了这一流程,改为循环运行列表,递归层数用尽或是遇到$(l:patterns/meta#hexcasting:halt)$(action)卡戎之策略$()为止。$(l:patterns/readwrite#hexcasting:local)渡鸦之思$()会在迭代间保留,且每次施放均以基础栈起始。$(br2)$(o)让世人永远看得见他的负荷……应当想象西西弗是幸福的。$()", - "hexcasting.spell.hexical:themis": "忒弥斯之策略", - "hexical.page.themis.0": "接受一个列表和一个图案列表,或一个列表与单个图案;在第一参数处运行第二参数,并排序结果,运行的过程与$(l:patterns/meta#hexcasting:for_each)托特之策略$()类似。", - "hexical.page.themis.1": "在每次迭代过后,此法术要求在栈顶有一个数对应该 iota。在策略结束时,它会按照 iota 对应数升序排列 iota,并组为列表返回。对应数一致的 iota 保留相对位置。如果遇到$(l:patterns/meta#hexcasting:halt)卡戎之策略$(),返回的经排序列表中将仅包括处理过的 iota。$(br2)$(o)重排——自然唯一无法抵消的变化。$()", - - "hexical.page.akashic_utils.title": "阿卡夏实用法术", - "hexical.page.akashic_utils.0": "我发现了阿卡夏图书馆的便捷操作!右击或是$(l:hexical:patterns/spells/prestidigitation)以魔法方式$()与有内容物的阿卡夏书架交互,即可将其 iota 压入我的法杖栈。以卷轴右击可以把对应的图案复制到卷轴上。最后,我还发现了两个图案,可以直接向影响范围内的书架读写,无需消耗媒质。", - "hexcasting.spell.hexical:key_shelf": "图书管理员之纯化", - "hexical.page.key_shelf.summary": "读取影响范围内阿卡夏书架的键。无需消耗媒质。", - "hexcasting.spell.hexical:read_shelf": "图书管理员之纯化,第二型", - "hexical.page.read_shelf.summary": "读取影响范围内阿卡夏书架的 iota。无需消耗媒质。", - "hexcasting.spell.hexical:write_shelf": "图书管理员之策略", - "hexical.page.write_shelf.summary": "向影响范围内的阿卡夏书架写入 iota。无需消耗媒质。", - "hexcasting.spell.hexical:clear_shelf": "图书管理员之策略,第二型", - "hexical.page.clear_shelf.summary": "清除影响范围内给定的阿卡夏书架。无需消耗媒质。", - - "hexical.page.mage_block.title": "术师方块", - "hexical.page.mage_block": "$(l:patterns/spells/blockworks#hexcasting:conjure_block)$(action)构筑方块$()产生的方块会永久存在,清理它们就变得非常麻烦,并且这种方块的用处也不算大。好在自然提供了一种优雅灵活的替代方案。这些术师方块带有一系列的$(o)改进$()。多个改进甚至能同时应用在一个方块上,重复应用改进则可将其移除。", - "hexcasting.spell.hexical:conjure_mage_block": "构筑术师方块", - "hexical.page.conjure_mage_block.summary": "在所给位置构筑一个术师方块。消耗 3 个紫水晶粉。$(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.spell.hexical:modify_block_bouncy": "改进方块:弹性", - "hexical.page.modify_block_bouncy.summary": "此改进使得方块弹性十足!如此制成的方块的弹性比黏液块更好。同时我注意到,潜行时它也会把我弹起来。", - "hexcasting.spell.hexical:modify_block_energized": "改进方块:激能", - "hexical.page.modify_block_energized.summary": "带有此改进的术士方块能发出红石信号,信号强度即为所给数。", - "hexcasting.spell.hexical:modify_block_ephemeral": "改进方块:消逝", - "hexical.page.modify_block_ephemeral.summary": "此改进需要一个数和一个位置向量,在所给数个二十分之一秒后打碎所给位置处的方块。后续再次施法可延长或缩短等待时间。", - "hexcasting.spell.hexical:modify_block_invisible": "改进方块:隐形", - "hexical.page.modify_block_invisible.summary": "此改进阻止方块散发出类似施法时产生的粒子,就算站在上面也一样。", - "hexcasting.spell.hexical:modify_block_replaceable": "改进方块:可替", - "hexical.page.modify_block_replaceable.summary": "此改进非常适合建筑!其他方块可以直接放置在带有此改进的术师方块处。", - "hexcasting.spell.hexical:modify_block_semipermeable": "改进方块:半透", - "hexical.page.modify_block_semipermeable.summary": "此改进令方块变得半透,也即只会允许最后一个与其交互的施法者通过,所有其他实体则不行。", - "hexcasting.spell.hexical:modify_block_volatile": "改进方块:失稳", - "hexical.page.modify_block_volatile.summary": "此改进促使方块破坏与之相邻的术师方块。而当其破坏另一个失稳方块时,与其相连的所有失稳方块都会消失。", - - "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 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.spell.hexical:get_dye": "色彩之纯化", - "hexical.page.get_dye.summary": "获取方块、实体、标识的染料。", - "hexcasting.spell.hexical:dye": "染色", - "hexical.page.dye.summary": "为可染色的方块或实体染色。消耗 1/8 个紫水晶粉。", - "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.spell.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": "和通过图案操纵染料一样,染色剂也可操纵。比如说,我甚至能存储多个染色剂,再让咒术随机挑选一个给我。", - "hexcasting.spell.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;接受一个玩家并返回其染色剂;或是接受一个内含染色剂的物品,并返回其染色剂。", - "hexcasting.spell.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.spell.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,消耗 1/8 个紫水晶粉。", - - "hexcasting.spell.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,同时产生较强的击退。消耗 1 个紫水晶粉。", - "hexical.page.magic_missile.0": "弹射物有种几项特别的性质。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……$()", - "hexical.page.magic_missile.1": "构筑的位置本身也相当奇妙:怪不得大多数使用者都只选择在面前构筑它们。这一参数是向量,以我的头部位置为原点,我面朝的方向是 X 轴正向,头顶向上的方向是 Y 轴正向,头部向右的方向是 Z 轴正向。平常使用时,零向量对应在我的头颅内部构筑,形如 (0, 0, n) 的向量则会在我面前 n 格处构筑。", - - "hexcasting.spell.hexical:prestidigitation": "戏法", - "hexical.page.prestidigitation.summary": "通过魔法令方块或实体产生一定回应,这种回应不会偏离方块或实体本身的性质和功能太远。消耗 1/10 个紫水晶粉。", - "hexical.page.prestidigitation.0": "此类法术和我之前遇到过的那些很不一样。它们的效果并不单一固定,而是类似于将许多不同的简单效果综合在单个法术中。它们的有效目标涵盖了许多方块和实体,我也在积极寻找它们的用途。具体内容记在后页。", - "hexcasting.spell.hexical:can_prestidigitate": "改易之纯化", - "hexical.page.can_prestidigitate.summary": "检验所给实体或位置是否可受戏法操纵。", - "hexical.page.prestidigitation.1": "我在此整理了一份经验证适用于此类法术的对象列表:打开或关闭各种材质的栅栏门、活板门、门;拨动拉杆,按压按钮;压下或松开压力板;熄灭火和灵魂火;点燃或熄灭蜡烛和营火;敲钟;为原木等去皮;雕刻南瓜;使音符盒发出声音;触发发射器和投掷器;将泥巴烤干为黏土;将大部分土壤方块变为土径,将土径变为耕地……", - "hexical.page.prestidigitation.2": "打开或关闭红石灯;消耗炼药锅的内容物;更改红石中继器、红石比较器、阳光探测器的状态;触发或解除 TNT 和苦力怕的爆炸;为绵羊剪毛;装上或卸下盔甲架的手臂部分;使得鱿鱼喷墨;使得熊猫打喷嚏;去除雪傀儡的头套;令河豚立刻膨胀到最大;从蜂巢和蜂箱中取出蜜脾;以及触发某种“宏伟之作”,不太清楚这是在说什么。", - - "hexical.page.wristpocket.title": "魔袋", - "hexical.page.wristpocket.0": "让物品消失,再让物品回来的普通魔术把戏现在已易如反掌。这些物品藏在了$(o)魔袋$()之中,可用$(media)媒质$()操控。藏入魔袋的物品在我死后依然保留,拿到$(l:items/staff)$(item)法杖$()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。$()", - "hexcasting.spell.hexical:wristpocket": "藏入魔袋", - "hexical.page.wristpocket.summary": "此法术会令另一只手中的物品组消失;也可重新让其出现,如果手中已经持有物品则会交换。消耗 1/8 个紫水晶粉。", - "hexcasting.spell.hexical:wristpocket_item": "魔袋之精思", - "hexical.page.wristpocket_item.summary": "返回魔袋中物品的标识,如果魔袋为空则返回 Null。", - "hexcasting.spell.hexical:wristpocket_count": "魔袋之精思,第二型", - "hexical.page.wristpocket_count.summary": "返回魔袋中的物品数,如果魔袋为空则返回 0。", - "hexcasting.spell.hexical:sleight": "花招", - "hexical.page.sleight.summary": "表演一次魔法花招,将物品偷来放入魔袋,或是将魔袋中的物品扔出来。消耗 1/4 个紫水晶粉。", - "hexical.page.sleight.0": "- 传入向量:将魔袋中的物品投放到对应位置。$(br)- 传入物品实体: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。$()", - "hexcasting.spell.hexical:mage_hand": "法师之手", - "hexical.page.mage_hand.summary": "构筑一只魔法手,以在世界中使用魔袋中的物品交互。如果魔袋为空,则表现为我自己与世界交互。", - "hexical.page.mage_hand.0": "- 传入实体:使用物品与该实体交互。$(br)- 传入向量:使用物品与该处方块交互。$(br2)$(o)一只漂浮的幽灵手出现在施法距离内你指定的一点。$()", - "hexcasting.spell.hexical:ingest": "同化食物", - "hexical.page.ingest.summary": "此法术能让我吃下魔袋中的物品,填饱我的肚子,或是给予我药水效果。无论我是否吃饱,也不管食物本身要花多久才能吃下,此法术都会瞬间完成食用。", - - "hexical.page.specks.title": "视斑", - "hexical.page.specks.0": "我可以在世界中显现出 iota 的影像,也即$(item)视斑$()。自然给予我对其极大的掌控力,大小、笔迹粗细等都可随意修改。它们也会继承我染色剂的颜色。而在它们实际显现在世界上后,我便能移动、旋转,或是以其他手段随意更改它们,不受影响范围限制。", - "hexcasting.spell.hexical:conjure_speck": "构筑视斑", - "hexical.page.conjure_speck.summary": "按照所给 iota、位置、朝向构筑视斑。消耗 1/100 个紫水晶粉。压入视斑 iota。", - "hexcasting.spell.hexical:move_specklike": "移动视斑", - "hexical.page.move_specklike.summary": "将视斑实体移动至所给位置。", - "hexcasting.spell.hexical:rotate_specklike": "旋转视斑", - "hexical.page.rotate_specklike.summary": "令视斑实体的朝向变为所给向量。", - "hexcasting.spell.hexical:roll_specklike": "滚转视斑", - "hexical.page.roll_specklike.summary": "接受一个 0 与 1 之间的数,用作旋转圈数,并依此旋转视斑。", - "hexcasting.spell.hexical:iota_speck": "更改视斑", - "hexical.page.iota_speck.summary": "更改视斑对应的 iota。", - "hexcasting.spell.hexical:lifetime_specklike": "计时视斑", - "hexical.page.lifetime_specklike.summary": "令视斑在所给数个二十分之一秒后消失。", - "hexcasting.spell.hexical:size_specklike": "缩放视斑", - "hexical.page.size_specklike.summary": "更改视斑的大小,接受 0 与 10 之间的数。此数表示以格计的大小,默认为 0。", - "hexcasting.spell.hexical:thickness_specklike": "增粗视斑", - "hexical.page.thickness_specklike.summary": "更改图案视斑笔触的粗细,接受 0 与 10 之间的数。此数表示以 1/20 格计的大小,默认为 0。", - "hexcasting.spell.hexical:pigment_specklike": "染色视斑", - "hexical.page.pigment_specklike.summary": "将染色剂施加于视斑,可在构筑后更改其颜色。", - "hexcasting.spell.hexical:kill_specklike": "驱散视斑", - "hexical.page.kill_specklike.summary": "强令视斑实体消失。", - "hexcasting.spell.hexical:zone_specklike": "区域之馏化:类视斑", - "hexical.page.zone_specklike.summary": "返回视斑实体,效果与其他$(l:patterns/entities#hexcasting:zone_entity/animal)区域之馏化$()类似。", - - "hexical.page.simple_spells.title": "Hexical 法术", - "hexcasting.spell.hexical:autograph": "签名", - "hexical.page.autograph.summary": "为副手中的物品永久签上我的名字,以我的染色剂为颜色。无需消耗媒质。", - "hexical.page.autograph.description": "所有对物品施放过此法术的人,其名字会依次保留在物品上,且保留对应的染色剂。签过名的物品无法与未签名的物品堆叠,同种的物品也不能。同一人能给同一物品多次签名。可以当作某人认可某物的实证。$(br2)$(o)何谓成功?成功就是你的签名变成了名人签名。$()", - "hexcasting.spell.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咒术星爆糖。消耗 1 个紫水晶粉。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,咒术星爆糖应该会很有用。", - "hexcasting.spell.hexical:conjure_hextito": "构筑咒力多滋", - "hexical.page.conjure_hextito.summary": "在给定位置构筑一片咒力多滋。消耗 2 个紫水晶粉。可能招致“违犯他人”事故。", - "hexical.page.conjure_hextito.description": "咒力多滋是一种三角形的酥脆零食。食用时,我会突然生出施放其中$(hex)咒术$()的想法,使用的是我的施法栈,而非和普通$(l:items/hexcasting)$(item)施法物品$()那样使用独立的栈。它大概很适合简单的操作集合,比如射线追踪,和咒术星爆糖配合进行构筑更是如此。如果食用者的栈存在未闭合的内省,其中咒术便不会施放,以此保障他人使用的安全。", - "hexcasting.spell.hexical:ghast_fireball": "构筑火球", - "hexical.page.ghast_fireball.summary": "构筑一个易爆火球,敲击发射后能够摧毁方块。消耗 3 个紫水晶粉。", - "hexical.page.ghast_fireball.description": "构筑出的火球只会停在空中,必须敲击或通过$(l:patterns/spells/basic#hexcasting:add_motion)$(action)驱动$()发射出去。当然也可用同种手段更改其飞行方向。$(br2)$(o)要是不能炸坏什么东西的话,掌控宇宙平衡和知晓命运之秘又有什么好处呢?$()", - "hexcasting.spell.hexical:gasp": "喘息", - "hexical.page.gasp.summary": "立即填满生物的氧气条,消耗 1 个紫水晶粉。", - "hexical.page.gasp.description": "无论回复多少氧气,此法术均消耗 1 个紫水晶粉,因此在快要无法安全呼吸时施法是最优选择。从潜水,到传送进方块内部,甚至于在陆地上维持海洋生物的生命,此法术都相当有用。$(br2)$(o)子非鱼,安知鱼之乐?$()", - "hexcasting.spell.hexical:chorus_blink": "紫颂闪现", - "hexical.page.chorus_blink.summary": "$(l:patterns/spells/basic#hexcasting:blink)$(action)闪现$()、$(l:patterns/great_spells/teleport)$(action)卓越传送$()、$(item)末影珍珠$()、$(item)紫颂果$(),这一法术处于上述几种传送方式的中间,平衡而和谐,以其安全、精确、低消耗的传送著称。", - "hexical.page.chorus_blink.description": "此图案需消耗物品栏中的一个$(item)紫颂果$(),并根据偏移向量传送最多 16 格。无论传送满 16 格还是不到 16 格,消耗均为 1 个紫水晶粉,且单个咒术中使用多次不会有惩罚。神奇的是,重复施放此法术不会因为超出影响范围而终止咒术,这是因为每次$(o)闪现$()都会将影响范围移至新位置。$(br2)$(o)我一眨眼就能到了。$()", - - "hexical.page.conjure_compass.title": "构筑指南针", - "hexcasting.spell.hexical:conjure_compass": "构筑指南针", - "hexical.page.conjure_compass.summary": "在给定位置构筑一个指南针,它指向第二向量处。消耗 3 个紫水晶粉。", - "hexical.page.conjure_compass.description": "指南针并不会记忆它构筑时所处的维度,也即在所有维度中,它都指向同一位置。以书吏之精思读取,会获得指向目标位置的单位向量。$(br2)$(o)对头,指北针不指北方。但我们根本没在找北方啊!$()", - - "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.spell.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 1 个紫水晶碎片。", - "hexical.page.spike.1": "尖刺在造成伤害前会准备大约半秒,且会造成高达三颗心的伤害。在已经触发尖刺的位置试图重复施放法术,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.conjure_staff.title": "构筑法杖", - "hexical.page.conjure_staff.0": "构筑的法杖和$(l:items/hexcasting)$(item)杂件$()比较相像。它们都有施法用的媒质储库,该储库耗尽后也不会消耗我的生命值和物品栏中的$(media)媒质$()物品。它们都无法重新充能,无法重新写入,对其使用$(l:patterns/spells/hexcasting#hexcasting:erase)$(action)清除物品$()也都会将其毁灭。这种法杖的真正力量在于$(o)输入拦截$()。", - "hexcasting.spell.hexical:conjure_staff": "构筑法杖", - "hexical.page.conjure_staff.summary": "在所给位置处使用给定$(media)媒质$()量、位阶、$(hex)咒术$()构筑$(item)法杖$()。$(br2)$(o)这是我的$(l)法杖$()$(o)。虽有很多相似的,但这一把是我的。$()", - "hexical.page.conjure_staff.1": "手持构筑法杖时,它会拦截按下首选或次选“使用”按键的事件,阻止我与世界交互。拦截次数达到构筑时给定的位阶后,它便会施放给定的$(hex)咒术$(),同时根据按下左键或右键分别以 False 或 True 作为起始栈。如果按键之间间隔过久,当次“施法”便会直接取消。", - "hexical.page.conjure_staff.2": "此法术并不昂贵,仅需消耗 1 个紫水晶碎片,同时消耗媒质储库所需的$(media)媒质$()量。所得产物操作便捷、反应迅速,具有多种用途,变化的可能性无穷无尽,且不像其他$(l:items/hexcasting)$(item)施法物品$()那样需要冷却时间。$(br2)这种法杖的能力还不止于此,它们还拥有一个仅对法杖自身开放的 iota 存储位置。", - "hexcasting.spell.hexical:read_staff": "法杖之精思", - "hexical.page.read_staff.summary": "从$(item)构筑的法杖$()的内部存储读出 iota。", - "hexcasting.spell.hexical:write_staff": "法杖之策略", - "hexical.page.write_staff.summary": "向$(item)构筑的法杖$()的内部存储写入 iota,不接受代表玩家的 iota。", - "hexcasting.spell.hexical:with_conjured_staff": "魔杖之精思", - "hexical.page.with_conjured_staff.summary": "检验当前$(hex)咒术$()是否由构筑的法杖施放。", - "hexical.page.conjure_staff.3": "副手持有特定物品时构筑$(item)法杖$(),则所得$(item)法杖$()的外形会与该物品靠拢。目前我发现的物品与外形对应关系为:小麦(四叶草),鹦鹉螺壳(螺壳),钟(手摇铃),绊线钩(钥匙),玻璃(镜子)。", - - "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。$()", - "hexcasting.spell.hexical:simulate_firework": "模拟烟花", - "hexical.page.simulate_firework.summary": "分析另一只手中的烟火之星,并构筑一道烟花,位置、速度、与火药量有关的飞行时间均由烟火之星决定。消耗 1 个紫水晶碎片,每份火药额外消耗 1 个紫水晶粉。", - "hexcasting.spell.hexical:conjure_firework": "构筑烟花", - "hexical.page.conjure_firework.summary": "$(br)根据我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": "$(o)基础理论$()$(br2)前两个参数分别是位置和速度。第三个参数决定其飞行时间,需是 1 与 3 之间的数。可以认为是加入烟花火箭的火药份数。$(br2)剩余的参数可看作虚拟烟火之星的各特征。", - "hexical.page.conjure_firework.1": "$(o)形状效果$()$(br2)第四个参数控制烟花的形状,需是 0 与 3 之间的数。$(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。$(br)- 3 对应大型苦力怕状效果。", - "hexical.page.conjure_firework.2": "$(o)颜色$()$(br2)第五和第六个参数是$(l:hexical:patterns/spells/dyes)染料$()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染料;若不需“渐变”,第二个列表可以留空。", - "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.circle_spells.title": "法术环法术", - "hexical.page.circle_spells.0": "媒质流穿梭于法术环中,法术环囊括的区域因而充盈着$(media)媒质$(),灵活控制其中事物也就不再是难事。我将我所遇到或创造的法术记在后页,它们只可由$(l:greatwork/spellcircles)法术环$()施放。", - "hexcasting.spell.hexical:displace": "转移", - "hexical.page.displace.summary": "无需任何媒质,就可将实体传送至环中任意一处。与$(l:patterns/great_spells/teleport)$(action)卓越传送$()不同在于,此法术接受的是绝对坐标。", - - "hexical.page.evocation.title": "唤咒", - "hexical.page.evocation.0": "媒质是思维的能量,则逻辑推理可得,我应当能够直接把$(o)脑海中$()的魔法变为现实,而不需要挥舞法杖,毕竟我在最优状态下相当于 2 个充能紫水晶,是$(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.spell.hexical:internalize_hex": "内化咒术", - "hexical.page.internalize_hex.summary": "内化一份$(hex)咒术$(),此后按住“R”键 1 秒即可唤咒施放,不需持有法杖。内化过程消耗 1 个充能紫水晶。", - "hexcasting.spell.hexical:is_evoking": "唤魔者之精思", - "hexical.page.is_evoking.summary": "压入玩家唤咒的时间,未在唤咒则为 -1。", - "hexcasting.spell.hexical:with_evocation": "唤咒之精思", - "hexical.page.with_evocation.summary": "检验当前咒术是否使用唤咒施放。", - "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$(hex)咒术师们$()唤咒时无需施放$(hex)咒术$(),而是会在某种集会或集体仪式中合唱。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。", - - "hexcasting.spell.hexical:greater_blink": "卓越闪现", - "hexical.page.greater_blink.0": "卓越闪现比卓越传送要便宜许多。它不具有抵达时全身物品散落的风险。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 2 个紫水晶粉。", - "hexical.page.greater_blink.1": "向量 (0, 0, 1) 会往我面朝的方向传送 1 格。向量 (0, 1, 0) 会往我头顶的法向传送 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。", - "hexical.page.greater_blink.2": "奇特的是,这一闪现会将我的足部移动至该位置,也许能够少去射线追踪后传送到方块内部的麻烦。如果我需要进行多次闪现,则这一特性必须纳入考量范围。$(br2)$(o)长跳特!比你想的还要久——$()", - - "hexical.page.meshes.title": "网斑", - "hexical.page.meshes.0": "网斑是$(l:hexical:patterns/spells/specks)视斑$()的进化形态。不会再受 iota 和图案的限制,也无需屈居于二维平面,网斑接受三维空间中的向量列表,由此带来的创意无穷无尽。网斑也会对大多数操纵视斑的图案有反应。", - "hexcasting.spell.hexical:conjure_mesh": "构筑网斑", - "hexical.page.conjure_mesh.summary": "在所给位置构筑一个网斑,并压入一个网斑实体。消耗 1 个紫水晶粉。", - "hexical.page.meshes.1": "网斑只在编织后才有外形。用以构筑网斑的向量列表无需遵守太多规则:列表的长度不能超出 32 个向量,向量的模长也必须小于 10。网斑会将各向量识别为相对向量,而后依次连接它们。", - "hexcasting.spell.hexical:weave_mesh": "编织网斑", - "hexical.page.weave_mesh.summary": "接受一个向量列表,需遵守前页指定的规则,并将网斑编织成所给形状,无需消耗媒质。", - "hexcasting.spell.hexical:read_mesh": "纠缠之纯化", - "hexical.page.read_mesh.summary": "读取网斑的外形,返回相对向量列表。可用于复制网斑。", - - "hexical.category.scrying": "探知", - "hexical.category.scrying.desc": "我偶然间触及了一条完全将$(media)媒质$()用于获取和处理世界信息的学术分支。这些图案可用来卜取一系列信息,方块和实体的类型、药水效果、天气、食物的营养、我在疾跑与否、$(o)方块的爆炸抗性$()等都在其列。虽然这些操作可能不如其他大多数$(hex)咒术$()用处大,但有它们在也不错,我将来也许会用到。", - - "hexical.page.blocks.title": "方块", - "hexcasting.spell.hexical:block_hardness": "矿工之纯化", - "hexical.page.block_hardness.summary": "压入挖掘给定方块的难易程度。", - "hexcasting.spell.hexical:block_blast_resistance": "爆破兵之纯化", - "hexical.page.block_blast_resistance.summary": "压入方块对爆炸的抗性。", - "hexcasting.spell.hexical:blockstate_waterlogged": "管道工之纯化", - "hexical.page.blockstate_waterlogged.summary": "检验方块是否含水。若方块无法含水,则返回 Null。", - "hexcasting.spell.hexical:blockstate_rotation": "方向之纯化", - "hexical.page.blockstate_rotation.summary": "压入方块的朝向向量。若方块无朝向向量,则返回 Null。", - "hexcasting.spell.hexical:blockstate_crop": "农夫之纯化", - "hexical.page.blockstate_crop.summary": "压入一个 0 到 1 的数,对应农作物的成熟程度,对蜂巢、堆肥桶、炼药锅同样有效。奇怪的是,对蛋糕也有效。", - "hexcasting.spell.hexical:blockstate_glow": "发光之纯化", - "hexical.page.blockstate_glow.summary": "检验方块是否处于“点燃”状态,有效方块有熔炉、红石火把、灯笼、营火等。", - "hexcasting.spell.hexical:blockstate_lock": "锁之纯化", - "hexical.page.blockstate_lock.summary": "检验方块是否处于“打开”状态,有效方块有门、活板门、栅栏门、木桶等。", - "hexcasting.spell.hexical:blockstate_turn": "角度之纯化", - "hexical.page.blockstate_turn.summary": "压入一个数,对应告示牌、头颅、旗帜的旋转方向。", - "hexcasting.spell.hexical:blockstate_bunch": "叠放之纯化", - "hexical.page.blockstate_bunch.summary": "返回方块的叠放数,无法叠放则返回 Null。仅对蜡烛、海泡菜、海龟蛋有效。", - "hexcasting.spell.hexical:blockstate_book": "书之纯化", - "hexical.page.blockstate_book.summary": "检验讲台中是否有书,唱片机中是否有唱片。有传言称对某种奇妙的书架也有效。", - - "hexical.page.enchantments.title": "魔咒", - "hexcasting.spell.hexical:get_enchantments": "奇术师之纯化", - "hexical.page.get_enchantments.summary": "获取物品上魔咒组成的列表。", - "hexcasting.spell.hexical:get_enchantment_strength": "咒能之馏化", - "hexical.page.get_enchantment_strength.summary": "获取物品中给定魔咒的强度。", - - "hexical.page.entities.title": "实体", - "hexcasting.spell.hexical:get_health": "生命力之纯化", - "hexical.page.get_health.summary": "压入实体距离死亡还有多远。使用半颗心作为单位。", - "hexcasting.spell.hexical:get_max_health": "健康之纯化", - "hexical.page.get_max_health.summary": "压入实体处于完全健康状态时的生命值。使用半颗心作为单位。", - "hexcasting.spell.hexical:get_air": "窒息之纯化", - "hexical.page.get_air.summary": "压入实体距离窒息剩余的秒数。对脱水的鱼和溺水的陆地生物均有效。", - "hexcasting.spell.hexical:get_max_air": "双肺之纯化", - "hexical.page.get_max_air.summary": "返回实体在离开其呼吸环境后需多少秒开始窒息。", - "hexcasting.spell.hexical:get_player_hunger": "饥饿之纯化", - "hexical.page.get_player_hunger.summary": "返回玩家实体的饥饿值。", - "hexcasting.spell.hexical:get_player_saturation": "耐力之纯化", - "hexical.page.get_player_saturation.summary": "返回我的饱和度。这一数据大致与饱腹感的持续时间对应。", - "hexcasting.spell.hexical:is_burning": "炼狱之纯化", - "hexical.page.is_burning.summary": "检验实体是否在燃烧。对看上去着火的实体也有效,包括免疫火焰的实体,比如攻击状态的烈焰人。", - "hexcasting.spell.hexical:burning_time": "炼狱之纯化,第二型", - "hexical.page.burning_time.summary": "压入实体身上的火焰距自然熄灭剩余的时间。", - "hexcasting.spell.hexical:is_wet": "末影人之纯化", - "hexical.page.is_wet.summary": "检验实体是否身处雨中、水中、或气泡柱中。", - "hexcasting.spell.hexical:is_baby": "青春之纯化", - "hexical.page.is_baby.summary": "检验活体是否处于幼年状态。奇怪的是对盔甲架也有效。", - "hexcasting.spell.hexical:breedable": "繁衍之纯化", - "hexical.page.breedable.summary": "检验动物是否处于热恋状态,准备繁衍生息;若该生物无法进行此类繁殖行为,则返回 Null。", - "hexcasting.spell.hexical:is_sleeping": "树懒之纯化", - "hexical.page.is_sleeping.summary": "检验实体是否在睡眠状态。对玩家、猫、狐狸、以及一系列其他生物有效。", - "hexcasting.spell.hexical:is_sprinting": "赛车手之纯化", - "hexical.page.is_sprinting.summary": "检验实体是否在疾跑。速泳和疾跑后离地均算作疾跑,对猫、狐狸等也有效。", - - "hexical.page.food.title": "食物", - "hexcasting.spell.hexical:edible": "可食性之纯化", - "hexical.page.edible.summary": "接受一个物品标识,检验它是否可食用。", - "hexcasting.spell.hexical:get_hunger": "卡路里之纯化", - "hexical.page.get_hunger.summary": "接受一个物品标识,返回它带来的饱腹感的量。", - "hexcasting.spell.hexical:get_saturation": "饱和之纯化", - "hexical.page.get_saturation.summary": "接受一个物品标识,返回其饱和度。这一数据大致与饱腹感的持续时间对应。", - "hexcasting.spell.hexical:is_meat": "肉类之纯化", - "hexical.page.is_meat.summary": "接受一个物品标识,检验它是否是肉类(狼能否食用)。", - "hexcasting.spell.hexical:is_snack": "甜点之纯化", - "hexical.page.is_snack.summary": "接受一个物品标识,检验它是否算作小食(可以迅速食用)。", - - "hexical.page.identifiers.title": "标识", - "hexical.page.identifiers.0": "我的$(hex)咒术$()仍对世界视而不能见。我能够获取生物的高度、速度等信息……但还无法标识某个实体。自然的解决方案是$(o)标识 iota$()。每一个实体、方块、状态效果、魔咒、声音……都拥有可被$(hex)咒术$()识别的唯一标识,而标识两两之间可以比较。", - "hexcasting.spell.hexical:identify": "侦探之纯化", - "hexical.page.identify.summary": "将实体的标识或位置向量处方块的标识压入栈顶。", - "hexical.page.identifiers.1": "我注意到,对物品使用侦探之纯化时,会返回物品实体;而对其使用识别器之纯化时,返回的是物品的类型。这种物品类型和侦探之纯化返回的方块类型类似。可以认为识别器之纯化还会返回$(o)额外$()信息。", - "hexcasting.spell.hexical:recognize": "识别器之纯化", - "hexical.page.recognize.summary": "压入实体的额外标识信息,主要是物品实体的物品类型,以及物品展示框中物品的类型。", - "hexcasting.spell.hexical:get_mainhand_stack": "工具之纯化", - "hexical.page.get_mainhand_stack.summary": "返回主手物品的类型。", - "hexcasting.spell.hexical:get_offhand_stack": "配饰之纯化", - "hexical.page.get_offhand_stack.summary": "返回副手物品的类型。", - - "hexical.page.item.title": "物品", - "hexcasting.spell.hexical:count_stack": "仓储之纯化", - "hexical.page.count_stack.summary": "接受一个物品实体,返回其中物品数量。", - "hexcasting.spell.hexical:count_max_stack": "库房之纯化", - "hexical.page.count_max_stack.summary": "接受一个物品实体,返回其中最多可堆叠多少物品。", - "hexcasting.spell.hexical:damage_stack": "损耗之纯化", - "hexical.page.damage_stack.summary": "接受一个物品实体,返回物品剩余的耐久度。", - "hexcasting.spell.hexical:damage_max_stack": "脆弱性之纯化", - "hexical.page.damage_max_stack.summary": "接受一个物品实体,返回物品的耐久度上限。", - - "hexical.page.status_effects.title": "状态效果", - "hexcasting.spell.hexical:get_effects_entity": "诊断之纯化", - "hexical.page.get_effects_entity.summary": "获取实体当前状态效果组成的列表。", - "hexcasting.spell.hexical:get_effects_item": "处方之纯化", - "hexical.page.get_effects_item.summary": "获取食物或药水提供的状态效果列表。", - "hexcasting.spell.hexical:get_effect_category": "药性之纯化", - "hexical.page.get_effect_category.summary": "获取某效果对承受者造成效应“良性”与否。-1 为负面,0 为中性,1 为正面。", - "hexcasting.spell.hexical:get_effect_amplifier": "浓度之馏化", - "hexical.page.get_effect_amplifier.summary": "获取实体身上某效果的强度,无给定效果则返回 Null。", - "hexcasting.spell.hexical:get_effect_duration": "效除之馏化", - "hexical.page.get_effect_duration.summary": "获取效果的持续时间,以秒计,无给定效果则返回 Null。", - - "hexical.page.world.title": "世界", - "hexcasting.spell.hexical:get_light": "光照之纯化", - "hexical.page.get_light.summary": "返回给定位置的光照等级,返回值在 0 到 15 之间。如果位置处于不透明方块内部,返回 0。", - "hexcasting.spell.hexical:get_weather": "天气学家之精思", - "hexical.page.get_weather.summary": "压入一个代表天气的数。0 为晴天,1 为降雨,2 为雷暴。", - "hexcasting.spell.hexical:get_time": "时间之精思", - "hexical.page.get_time.summary": "压入世界经过的时间,以秒计。", - "hexcasting.spell.hexical:get_biome": "地理之纯化", - "hexical.page.get_biome.summary": "返回给定位置向量处生物群系的标识。", - "hexcasting.spell.hexical:get_dimension": "位面之精思", - "hexical.page.get_dimension.summary": "压入$(hex)咒术$()施放时所处维度的标识。" -} 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 index 98a06cf59b9f..3cdcc303d28a 100644 --- 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 @@ -121,6 +121,11 @@ "hexical.recipe.transmute.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.replaceable": "Replaceable", + "hexical.mage_block.volatile": "Volatile", "hexcasting.mishap.bad_block.akashic_bookshelf": "an akashic bookshelf", "hexcasting.mishap.bad_block.mage_block": "a mage block", @@ -460,21 +465,21 @@ "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 mage blocks come with a suite of $(o)modifiers$(). I could even stack multiple modifiers on one block or reapply a modifier to toggle it off.", + "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 mage block at the location. Costs about three $(l:items/amethyst)$(item)Amethyst Dust$().$(br2)$(o)I can create a city out of nothing, or I can cover it in volcanic rock.$()", + "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": "This modifier makes the block delightfully fun to bounce on! It returns more force to me than regular slime blocks and I notice even if I sneak, the block bounces me regardless.", + "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": "This modifier makes the block emit a Redstone signal, with the number corresponding to the power level of the output.", + "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": "This modifier takes in a number in addition to a position and shatters the block after many twentieths of a second. Subsequent casts can lengthen or shorten the duration.", - "hexcasting.action.hexical:modify_block_invisible": "Modify Block: Invisible", - "hexical.page.modify_block_invisible.summary": "This modifier prevents the block from emitting the telltale particles that accompany my casting, even when being stood on.", + "hexical.page.modify_block_ephemeral.summary": "Sets the duration after which a $(thing)Mage Block$() will spontaneously disappear.", "hexcasting.action.hexical:modify_block_replaceable": "Modify Block: Replaceable", - "hexical.page.modify_block_replaceable.summary": "This modifier is useful for construction! With this modifier applied, I find I can easily place another block in the place of the mage block.", + "hexical.page.modify_block_replaceable.summary": "With this modifier applied, I find it easy to slot another block in the place of the $(thing)Mage Block$(). Useful for building!", "hexcasting.action.hexical:modify_block_volatile": "Modify Block: Volatile", - "hexical.page.modify_block_volatile.summary": "This modifier makes the block break other mage blocks it's touching. Notably, if it breaks another volatile block, that block breaks and so on until every volatile block shatters.", + "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.$(br2)For this reason, Nature abhors entity rotation... or perhaps it trivializes Nature's carefully constructed schemes.", @@ -714,7 +719,7 @@ "hexical.page.hopper.title": "Hopper", "hexical.page.hopper.0": "This spell is explicitly designed for the precise and mass transport of items from place to place, supporting a wide array of blocks and entities to pull and push to.$(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 $(thing)destination$(). Costs about one $(l:items/amethyst)$(item)Amethyst Shard$() regardless of mass transferred. Numbers are optional; details later.", + "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 3 $(l:items/amethyst)$(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 $(o)slot$().", 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 index 4ccf80347471..03b51459fe52 100644 --- 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 @@ -12,7 +12,7 @@ "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": "为术士方块附加改进", + "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", @@ -121,6 +121,11 @@ "hexical.recipe.transmute.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.replaceable": "可替换", + "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", @@ -460,21 +465,21 @@ "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,并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,重复应用改进则可将其移除。", + "hexical.page.mage_block.0": "$(l:patterns/spells/blockworks#hexcasting:conjure_block)$(action)构筑方块$()产生的方块会永久存在,清理它们就变得非常麻烦,并且这种方块的用处也不算大。好在自然提供了一种优雅灵活的替代方案。这些$(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)$(o)我可以凭空造出一座城市,也可令其沉没于火山熔岩之中。$()", + "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": "此改进使得方块弹性十足!如此制成的方块的弹性比黏液块更好。同时我注意到,潜行时它也会把我弹起来。", + "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": "带有此改进的术士方块能发出红石信号,信号强度即为所给数。", + "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": "此改进需要一个数和一个位置向量,在所给数个二十分之一秒后打碎所给位置处的方块。后续再次施法可延长或缩短等待时间。", - "hexcasting.action.hexical:modify_block_invisible": "改进方块:隐形", - "hexical.page.modify_block_invisible.summary": "此改进阻止方块散发出类似施法时产生的粒子,就算站在上面也一样。", + "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_replaceable": "改进方块:可替", - "hexical.page.modify_block_replaceable.summary": "此改进非常适合建筑!其他方块可以直接放置在带有此改进的术师方块处。", + "hexical.page.modify_block_replaceable.summary": "添加此改进后,$(thing)术师方块$()即可直接被其他方块替换。很适合用于建筑!", "hexcasting.action.hexical:modify_block_volatile": "改进方块:失稳", - "hexical.page.modify_block_volatile.summary": "此改进促使方块破坏与之相邻的术师方块。而当其破坏另一个失稳方块时,与其相连的所有失稳方块都会消失。", + "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。$(br2)正因此,自然厌恶实体旋转……或者说,只是因为实体旋转破坏了自然精心建构的某种图景。", @@ -714,7 +719,7 @@ "hexical.page.hopper.title": "漏斗", "hexical.page.hopper.0": "这个法术专为点对点精确运输和批量运输物品而存在,取出和存入操作适用于许多方块和实体。$(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$(thing)目的$()。无论传输多少物质,均消耗大约 1 个$(l:items/amethyst)$(item)紫水晶碎片$()。数可选,详情见后页。", + "hexical.page.hopper.summary": "立即将所有物品从$(thing)来源$()传输到$(thing)目的$()。消耗量取决于所传输物质的量,每组 64 个物品消耗大约 3 个$(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 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$(thing)目的$()。$(br2)代表$(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)目的$()。对$(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)目的$()。即便对应位置处不存在容器方块,其仍可作为有效$(thing)目的$(),可用于向世界送出物品。$(br2)当确实存在容器方块时,它可作为$(thing)来源$(),也可作为$(thing)目的$()。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$()物品栏。自然,只有人类施法时才对此起效。$(br2)因为不管$(thing)来源$()还是$(thing)目的$()都不可能是数,在$(thing)来源$()或$(thing)目的$()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。", From 2252e99262183b271faec507dc62459ba4fb1f87 Mon Sep 17 00:00:00 2001 From: ChuijkYahus <94828194+ChuijkYahus@users.noreply.github.com> Date: Thu, 7 Aug 2025 15:56:51 +0800 Subject: [PATCH 04/11] Hexical hotfix --- .../1.20-fabric/assets/modrinth-hexical/hexical/lang/zh_cn.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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 index 03b51459fe52..c6c3300443b5 100644 --- 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 @@ -135,7 +135,7 @@ "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.casting_device": "一个可施放咒术的设备或饰品", + "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", From dc269729fea5db0f90721fd539a4ab0a7f5b72f3 Mon Sep 17 00:00:00 2001 From: ChuijkYahus <94828194+ChuijkYahus@users.noreply.github.com> Date: Tue, 19 Aug 2025 07:51:16 +0800 Subject: [PATCH 05/11] =?UTF-8?q?Hexical=20update=EF=BC=9A=E5=AE=98?= =?UTF-8?q?=E5=BA=93=E6=9B=B4=E6=96=B0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../modrinth-hexical/hexical/lang/en_us.json | 21 ++++++++++--------- .../modrinth-hexical/hexical/lang/zh_cn.json | 9 ++++---- 2 files changed, 16 insertions(+), 14 deletions(-) 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 index 3cdcc303d28a..cd4fa9a41848 100644 --- 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 @@ -70,6 +70,7 @@ "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", @@ -230,7 +231,7 @@ "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 adorable little amulet that is highly sensitive to _media. When activated, they can intercept patterns rejected by Nature.$(br2)Specifically anything connected to my person casts a pattern that has no meaning to Nature, the scarab steps in and prevents the mishap.$(br2)$(o)Whatever. Go my scarab.$()", + "hexical.page.scarab.0": "A $(item)Scarab Beetle$() is an adorable little amulet that is highly sensitive to _media. When activated, they can intercept patterns rejected by Nature.$(br2)Specifically when anything connected to my person casts a pattern that has no meaning to Nature, the scarab steps in and prevents the mishap.$(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": "Teaching them involves $(l:patterns/readwrite#hexcasting:write)$(action)Scribe's Gambit$() to teach a _Hex to them. While scarabs proudly display their learned _Hex, they resist mind-reading from $(l:patterns/readwrite#hexcasting:read)$(action)Scribe's Reflection$(). I can reteach them at any time.$(br2)When an illegal pattern is cast, an active scarab will push the rejected pattern to the stack rather than allowing a mishap. It will then cast its learned _Hex and allow the remainder of the original _Hex to continue.", "hexical.page.scarab.3": "The power scarabs allow is to create my own patterns that will 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$().", @@ -312,7 +313,7 @@ "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 such as the $(l:patterns/great_spells/charm#hexical:discharm)$(action)Discharm$() spell or using up the _media given to the charm causes the $(item)Curio$() holding it to shatter.", + "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.", @@ -510,7 +511,7 @@ "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 give me for example.", + "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 player and returns their pigment, or takes an item containing a pigment and returns its pigment.", "hexcasting.action.hexical:sample_pigment": "Pigment Exaltation", @@ -573,7 +574,7 @@ "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 would be prohibitively expensive, Nature offers a set of cheaper spells for some 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)$(o)Can I offer you a nice egg in this trying time?$()", + "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", @@ -582,7 +583,7 @@ "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 utilize $(l:patterns/spells/pyrotechnics)fireworks$() for battle.$(br2)Finally, a $(l:patterns/spells/block_mimicry#hexical:dispense)$(action)certain spell$() allows the ability to fire potions and arrows.", + "hexical.page.projectiles.1": "There exist other spells too complex to be given justice in this chapter—I have dedicated other chapters to them.$(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$() allows the ability to fire potions and arrows.", "hexical.page.hexical_spells.title": "Hexical Spells", "hexcasting.action.hexical:confetti": "Confetti", @@ -594,9 +595,9 @@ "hexcasting.action.hexical:sparkle": "Sparkle", "hexical.page.sparkle.summary": "Produces a small sparkling particle of my desired position, color, and lifespan. Costs a negligible amount of _media.", "hexical.page.sparkle.description": "The first vector controls position and the second vector controls color. Each component should range from 0 to 1 and corresponds to red, green, and blueness respectively. The final number dictates how long the sparkle should remain in twentieths of a second, up to five seconds.$(br2)$(o)All that glitters is not gold.$()", - "hexcasting.action.hexical:crack_device": "Crack Device", - "hexical.page.crack_device.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$().", - "hexical.page.crack_device.description": "This spell will blind me for a quite a duration if I attempt to expose the innerworkings of an already-written device. For a moment though, I believe I had glimpsed the _Hex before my eyes and brain filled with _media.$(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: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:flower": "Conjure Flower", "hexical.page.flower.summary": "Conjures a flower of my choosing at a location. I must have identified this flower at some point before. Costs about a quarter of an $(l:items/amethyst)$(item)Amethyst Dust$().", "hexical.page.flower.description": "The block under the target position must have a flat top surface to allow rooting. It does not necessarily need to be able to support the flower naturally, although any little movement may cause the flower to break if conjured on an incompatible block. Alternatively, the spell will fill a flower pot if possible.$(br2)$(o)There was a fool who praised me for the magic I acquired. That's all.$()", @@ -719,7 +720,7 @@ "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 3 $(l:items/amethyst)$(item)Amethyst Dust$(). Numbers are optional; details later.", + "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 $(o)slot$().", @@ -764,4 +765,4 @@ "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 index c6c3300443b5..7e06b1122c04 100644 --- 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 @@ -70,6 +70,7 @@ "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", @@ -582,7 +583,7 @@ "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。$(br2)还可在战斗中善用$(l:patterns/spells/pyrotechnics)烟花$()。$(br2)此外,还有$(l:patterns/spells/block_mimicry#hexical:dispense)$(action)一个法术$()能够发射药水和箭。", + "hexical.page.projectiles.1": "还有其他法术也可以构筑弹射物;但它们太过复杂,超出了此章范畴。它们在对应的专论章节内。$(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。", "hexical.page.hexical_spells.title": "Hexical 法术", "hexcasting.action.hexical:confetti": "彩花", @@ -594,9 +595,9 @@ "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。$()", - "hexcasting.action.hexical:crack_device": "破解设备", - "hexical.page.crack_device.summary": "破解副手中未经编程的$(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.crack_device.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$()。", + "hexcasting.action.hexical:jailbreak": "破解设备", + "hexical.page.jailbreak.summary": "破解副手中未经编程的$(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$()。", "hexcasting.action.hexical:flower": "构筑花卉", "hexical.page.flower.summary": "在给定位置构筑一株花,品种任选。所需的花卉必须先经过标识。消耗大约 1/4 个$(l:items/amethyst)$(item)紫水晶粉$()。", "hexical.page.flower.description": "构筑处四周必须存在足够支撑植物的平坦表面。不要求它可以种植花卉;但如果不可种植,那么任何轻微的动作都会让花朵掉落。还可以在花盆处使用:法术会先尝试在其中构筑。$(br2)$(o)杂草不过是还未得人青睐的鲜花。$()", From 06d9a5bf19e1209c65ae82b01b2060ee060af12d Mon Sep 17 00:00:00 2001 From: ChuijkYahus <94828194+ChuijkYahus@users.noreply.github.com> Date: Sun, 14 Sep 2025 16:06:49 +0800 Subject: [PATCH 06/11] =?UTF-8?q?Hexical=20update=EF=BC=9A=E5=AE=98?= =?UTF-8?q?=E5=BA=93=E6=9B=B4=E6=96=B0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../modrinth-hexical/hexical/lang/en_us.json | 25 +++++++++---------- .../modrinth-hexical/hexical/lang/zh_cn.json | 25 +++++++++---------- 2 files changed, 24 insertions(+), 26 deletions(-) diff --git a/projects/1.20-fabric/assets/modrinth-hexical/hexical/lang/en_us.json b/projects/1.20-fabric/assets/modrinth-hexical/hexical/lang/en_us.json index cd4fa9a41848..5d09b4dff0d4 100644 --- a/projects/1.20-fabric/assets/modrinth-hexical/hexical/lang/en_us.json +++ b/projects/1.20-fabric/assets/modrinth-hexical/hexical/lang/en_us.json @@ -19,7 +19,6 @@ "advancements.hexical.conjure_cake.description": "Summon a free cake from a mysterious benefactor.", "advancements.hexical.hallucinate.title": "Only In My Head", "advancements.hexical.hallucinate.description": "Play a sound only you can hear!", - "block.hexical.hex_candle_cake": "Hex Candle Cake", "block.hexical.casting_carpet": "Casting Carpet", "block.hexical.hex_candle": "Hex Candle", @@ -34,6 +33,7 @@ "death.attack.spike.item": "%1$s was punctured by %2$s using %3$s", "effect.hexical.wooleyed": "Wooleyed", "effect.hexical.wooleyed.description": "Helps me unsee some of the horrors I have seen.", + "emi.category.hexical.transmuting": "Transmuting", "entity.hexical.animated_scroll": "Animated Scroll", "entity.hexical.magic_missile": "Magic Missile", "entity.hexical.mesh": "Mesh", @@ -125,7 +125,6 @@ "hexical.mage_block.bouncy": "Bouncy", "hexical.mage_block.lifespan": "Lifespan: %d", "hexical.mage_block.redstone": "Energized: %d", - "hexical.mage_block.replaceable": "Replaceable", "hexical.mage_block.volatile": "Volatile", "hexcasting.mishap.bad_block.akashic_bookshelf": "an akashic bookshelf", @@ -186,6 +185,7 @@ "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", @@ -209,7 +209,6 @@ "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_replaceable": "Replaceable", "hexcasting.action.book.hexical:modify_block_volatile": "Volatile", "hexical.page.hexical_changes.title": "Hexical Changes", @@ -417,11 +416,10 @@ "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", - "hexical.page.grok.0": "Whereas $(l:patterns/telepathy)Telepathy$() is concerned with reading my intentions and allowing my _Hexes to inform me, $(thing)Grokking$() deals with transferring iotas. The stack accessible with my $(l:items/staff)$(item)Staff$() is persistent, unlike the ones of $(l:items/hexcasting)$(item)casting devices$(). These two patterns allow me to push and pull iotas directly to it.", - "hexcasting.action.hexical:grok_pull": "Grokking Reflection", - "hexical.page.grok_pull.summary": "Pushes the top iota from my $(l:items/staff)$(thing)staff stack$() and removes it or pushes $(l:casting/influences)$(thing)Garbage$(). Subject to the Transgress Others mishap.", - "hexcasting.action.hexical:grok_push": "Grokking Gambit", - "hexical.page.grok_push.summary": "Pops an iota and pushes it onto my $(l:items/staff)$(thing)staff stack$(). Subject to the Transgress Others mishap.", + "hexcasting.action.hexical:grok_pull": "Grok Reflection", + "hexical.page.grok_pull.summary": "Pushes two lists; one of the stack and one of the unfinished list building after an unclosed $(l:patterns/patterns_as_iotas#hexcasting:open_paren)Introspection$(). Entity references to players that are not me become $(l:casting/influences)$(thing)Null$().", + "hexcasting.action.hexical:grok_push": "Grok Gambit", + "hexical.page.grok_push.summary": "Takes two lists of iotas and sets them as my stack and my parenthesized list respectively. Entity references to players that are not me 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.", @@ -477,8 +475,6 @@ "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_replaceable": "Modify Block: Replaceable", - "hexical.page.modify_block_replaceable.summary": "With this modifier applied, I find it easy to slot another block in the place of the $(thing)Mage Block$(). Useful for building!", "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.", @@ -606,7 +602,7 @@ "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$().", - "hexical.page.gasp.description": "Regardless of amount of breath restored, this spell costs exactly one dust so I should ideally wait as long as I safely can before casting this spell. I will find it useful while diving, being teleported into a block, or even keeping sea creatures alive on land.$(br2)$(o)The best way to observe a fish is to become a fish.$()", + "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...$()", @@ -637,6 +633,9 @@ "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)$(o)Upon request, I can also perform a hug.$()", @@ -657,7 +656,7 @@ "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.", + "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$().", @@ -737,7 +736,7 @@ "hexcasting.action.hexical:charm": "Charm", "hexical.page.charm.0": "The $(l:patterns/great_spells/charm)$(action)Charm$() spell transforms any 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 the amount of _media to bestow in $(l:items/amethyst)$(item)Amethyst Dust$(). Consumes the battery and about three $(l:items/amethyst)$(item)Charged Amethyst$().", + "hexical.page.charm.summary": "$(br)Charms an item. Takes the item to charm, 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$().", "hexical.page.charm.description": "The first and second list are used when I am standing and sneaking respectively. When I hold a charmed item, my inputs have an assigned number up to seven; 0 and 1 are the basics for attacking and using respectively.$(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.", 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 index 7e06b1122c04..0fa3e385026b 100644 --- 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 @@ -19,7 +19,6 @@ "advancements.hexical.conjure_cake.description": "从一位神秘的恩人那里召来一块免费的蛋糕", "advancements.hexical.hallucinate.title": "只在我的脑海里", "advancements.hexical.hallucinate.description": "播放一段只有你能听见的声音!", - "block.hexical.hex_candle_cake": "插有咒术蜡烛的蛋糕", "block.hexical.casting_carpet": "施法地毯", "block.hexical.hex_candle": "咒术蜡烛", @@ -34,6 +33,7 @@ "death.attack.spike.item": "%1$s被%2$s用%3$s刺穿了", "effect.hexical.wooleyed": "毡障", "effect.hexical.wooleyed.description": "帮助我忘记先前看到的可怖景象。", + "emi.category.hexical.transmuting": "嬗变", "entity.hexical.animated_scroll": "活线卷轴", "entity.hexical.magic_missile": "魔法飞弹", "entity.hexical.mesh": "网斑", @@ -125,7 +125,6 @@ "hexical.mage_block.bouncy": "弹性", "hexical.mage_block.lifespan": "寿命:%d", "hexical.mage_block.redstone": "激能:%d", - "hexical.mage_block.replaceable": "可替换", "hexical.mage_block.volatile": "失稳", "hexcasting.mishap.bad_block.akashic_bookshelf": "一个阿卡夏书架", @@ -186,6 +185,7 @@ "hexcasting.mishap.hexical:outside_circle": "法术超出了法术环的边界。", "hexcasting.mishap.hexical:illegal_jailbreak": "试图破解内含咒术的施法物品。", "hexcasting.mishap.hexical:invalid_slot": "%d不适用于%s指定的存储空间。", + "hexcasting.mishap.hexical:no_prestidigitation": "目标没有戏法响应效果。", "hexcasting.action.book.hexical:get_arch_lamp_position": "大精灵之精思:空间型", "hexcasting.action.book.hexical:get_arch_lamp_rotation": "大精灵之精思:旋转型", @@ -209,7 +209,6 @@ "hexcasting.action.book.hexical:modify_block_energized": "激能", "hexcasting.action.book.hexical:modify_block_ephemeral": "消逝", "hexcasting.action.book.hexical:modify_block_invisible": "隐形", - "hexcasting.action.book.hexical:modify_block_replaceable": "可替", "hexcasting.action.book.hexical:modify_block_volatile": "失稳", "hexical.page.hexical_changes.title": "Hexical 中的改动", @@ -417,11 +416,10 @@ "hexical.page.draw_pattern.summary": "接受一个图案,并将其转换为长度为 1 的向量列表。这些向量的 Z 分量为 0。也许对某些艺术性$(hex)咒术$()很有用。", "hexical.page.grok.title": "意会感知", - "hexical.page.grok.0": "$(l:patterns/telepathy)心灵感应$()主要着眼于读取我的意图,以让我的$(hex)咒术$()通知我。$(thing)意会感知$()则主要用来传递 iota。和$(l:items/hexcasting)$(item)施法物品$()的栈不同,用$(l:items/staff)$(item)法杖$()访问的栈是持久化的。这两个图案可以直接对法杖栈压入和弹出 iota。", "hexcasting.action.hexical:grok_pull": "意会感知之精思", - "hexical.page.grok_pull.summary": "取走我$(l:items/staff)$(thing)法杖栈$()的栈顶 iota,并交给当前施法环境;或是会压入$(l:casting/influences)$(thing)垃圾$()。会招致“违犯他人”事故。", + "hexical.page.grok_pull.summary": "压入两个列表。其一对应栈内各元素,其二对应未闭合的$(l:patterns/patterns_as_iotas#hexcasting:open_paren)内省$()内已有的列表项。代表除我之外的玩家的 iota 会变成 $(l:casting/influences)$(thing)Null$()。", "hexcasting.action.hexical:grok_push": "意会感知之策略", - "hexical.page.grok_push.summary": "移除栈顶 iota 并将其压入$(l:items/staff)$(thing)法杖栈$()栈顶。会招致“违犯他人”事故。", + "hexical.page.grok_push.summary": "接受两个 iota 列表,分别将栈和内省反思列表设为对应参数的内容。代表除我之外的玩家的 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$()开放的,我可以从其读取意图或向其写入思维。", @@ -477,8 +475,6 @@ "hexical.page.modify_block_energized.summary": "设置$(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$()在消失前能持续存在的时间。", - "hexcasting.action.hexical:modify_block_replaceable": "改进方块:可替", - "hexical.page.modify_block_replaceable.summary": "添加此改进后,$(thing)术师方块$()即可直接被其他方块替换。很适合用于建筑!", "hexcasting.action.hexical:modify_block_volatile": "改进方块:失稳", "hexical.page.modify_block_volatile.summary": "破坏失稳的$(thing)术师方块$()会连带破坏与其相连的$(thing)术师方块$()。这种效果能逐块传播,一发即可破坏所有相连的失稳方块。", @@ -526,7 +522,7 @@ "hexical.page.magic_missile.2": "第二个向量是速率,好在比第一参数简单不少。它就是简单的偏移向量,与$(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,而是会执行许多不同的简单效果。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。$(br2)文献中只将其简单描述为“施魔法”;按经验来看,只要是巫师能通过念力轻易实现的效果,这则法术都可复刻。", + "hexical.page.prestidigitation.0": "此法术的效果并不单一固定,而是由许多不同的简单效果组成。它能与许多方块和实体交互,我也一直在发现它们的新用途。$(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$()的“宏伟之作”。", @@ -606,7 +602,7 @@ "hexical.page.light.description": "构筑的位置必须腾空,或需该处方块极为脆弱。光照强度为 1 到 15 的数,两端闭。如果对应位置处已有光源,则法术变为无消耗,也不会产生粒子。$(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$()。", - "hexical.page.gasp.description": "无论回复多少氧气,此法术均消耗 1 个$(l:items/amethyst)$(item)紫水晶粉$(),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?$()", + "hexical.page.gasp.description": "无论回复多少氧气,此法术的消耗均不变,因此在快要无法安全呼吸时施法是最优选择。从潜水,到传送进方块内部,甚至于在陆地上维持海洋生物的生命,此法术都相当有用。$(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……$()", @@ -637,13 +633,16 @@ "hexical.page.block_mimicry.title": "方块模仿", "hexical.page.block_mimicry.0": "$(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$(item)活塞$()推动时会破坏的脆弱方块这则法术也会破坏。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。对大多数使用环境而言,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$(item)营火$()。它的适用范围更窄;大概是永远都用不上了。", + "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", @@ -657,7 +656,7 @@ "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$()。适合需要另一只手中持有物品的法术。", + "hexical.page.absorb_arm.summary": "将$(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。", @@ -737,7 +736,7 @@ "hexcasting.action.hexical:charm": "咒符", "hexical.page.charm.0": "$(l:patterns/great_spells/charm)$(action)咒符$()法术可将任意物品变为独立的魔法物品,也即,和$(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": "$(br)施加所给$(hex)咒术$()的咒符。接受一个$(hex)咒术$(),还需提供存入的$(media)媒质$()量,以$(l:items/amethyst)$(item)紫水晶粉$()计。消耗相应媒质量和额外 3 个$(l:items/amethyst)$(item)充能紫水晶$()。", + "hexical.page.charm.summary": "$(br)施加所给$(hex)咒术$()的咒符。接受施加的目标物品、一个$(hex)咒术$()、以$(l:items/amethyst)$(item)紫水晶粉$()计的需存入$(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": "第一个列表对应站直时的触发条件,第二个对应潜行时的。持有咒符物品时,我传入的输入分别对应着依次递增、最大为 7 的数;其中 0 对应平常的攻击,1 对应平常的使用。$(br2)当前姿势对应的列表内如有对应的数,则在传入此输入时拦截物品原有的功能,换为施放$(hex)咒术$();此时栈会以该数起始。", "hexcasting.action.hexical:write_charmed": "咒符之策略", "hexical.page.write_charmed.summary": "向咒符物品内部的存储空间写入 iota。可能会招致“违犯他人”事故。", From 0e526f5a3d00ec7e0e4ff08882e4f19049e0f6d2 Mon Sep 17 00:00:00 2001 From: ChuijkYahus <94828194+ChuijkYahus@users.noreply.github.com> Date: Mon, 22 Sep 2025 23:07:26 +0800 Subject: [PATCH 07/11] =?UTF-8?q?Hexical=20update=EF=BC=9A=E5=AE=98?= =?UTF-8?q?=E5=BA=93=E6=9B=B4=E6=96=B0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../modrinth-hexical/hexical/lang/en_us.json | 29 +++++++++++++++---- .../modrinth-hexical/hexical/lang/zh_cn.json | 29 +++++++++++++++---- 2 files changed, 48 insertions(+), 10 deletions(-) diff --git a/projects/1.20-fabric/assets/modrinth-hexical/hexical/lang/en_us.json b/projects/1.20-fabric/assets/modrinth-hexical/hexical/lang/en_us.json index 5d09b4dff0d4..2464b6d457f9 100644 --- a/projects/1.20-fabric/assets/modrinth-hexical/hexical/lang/en_us.json +++ b/projects/1.20-fabric/assets/modrinth-hexical/hexical/lang/en_us.json @@ -31,8 +31,26 @@ "death.attack.magic_missile.item": "%1$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", @@ -172,10 +190,11 @@ "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.true_dye": "a colored dye", - "hexcasting.mishap.invalid_value.true_dye_list": "a list of colored dyes", + "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": "Expected a dyeable target", + "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.", @@ -691,8 +710,8 @@ "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": "$(o)Shape$()$(br2)The fourth parameter controls the shape of the explosion, based off a number 0 to 3.$(br)- 0 is a simple, small ball-shaped explosion.$(br)- 1 is a large ball-shaped explosion.$(br)- 2 is a star-shaped explosion.$(br)- 3 is a large creeper face-shaped explosion.", - "hexical.page.conjure_firework.2": "$(o)Colors$()$(br2)The fifth and sixth parameters are lists of $(l:patterns/spells/dyes)dyes$(). The first list controls the colors of the firework's initial burst, while the second controls the colors that the first particles fade into. There must be at least one dye specified for the first list, but the second list can be empty if I do not want any colors to fade into.", + "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", 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 index 0fa3e385026b..c327c29b96a9 100644 --- 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 @@ -31,8 +31,26 @@ "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", @@ -172,10 +190,11 @@ "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.true_dye": "一个有色染料", - "hexcasting.mishap.invalid_value.true_dye_list": "一个有色染料列表", + "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": "本应提供可染色目标。", + "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。", @@ -691,8 +710,8 @@ "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 3 之间的数。$(br)- 0 对应简单的小型球状效果。$(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。", - "hexical.page.conjure_firework.2": "$(o)颜色$()$(br2)第五和第六个参数是$(l:patterns/spells/dyes)染料$()列表。第一个列表控制烟花的“初始”颜色,第二个列表控制烟花消散时的“渐变”颜色。第一列表中需至少含有一个染料;若不需“渐变”,第二个列表可以留空。", + "hexical.page.conjure_firework.1": "$(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", From 8f2e341eb911b19da79747788204e84b1de8fbae Mon Sep 17 00:00:00 2001 From: ChuijkYahus <94828194+ChuijkYahus@users.noreply.github.com> Date: Mon, 6 Oct 2025 16:45:39 +0800 Subject: [PATCH 08/11] =?UTF-8?q?Hexical=20update=EF=BC=9A=E5=AE=98?= =?UTF-8?q?=E5=BA=93=E6=9B=B4=E6=96=B0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../modrinth-hexical/hexical/lang/en_us.json | 35 +++++++++++-------- .../modrinth-hexical/hexical/lang/zh_cn.json | 35 +++++++++++-------- 2 files changed, 40 insertions(+), 30 deletions(-) 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 index 2464b6d457f9..58b5f576c532 100644 --- 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 @@ -240,7 +240,7 @@ "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 then cast a $(l:patterns/patterns_as_iotas)pattern$() associated with a list using my $(l:items/staff)$(item)Staff$() with the $(item)Grimoire$() in my inventory, Nature acts as though I had drawn the full list, allowing me to create shortcuts for tedious tasks like the raycast mantra or large patterns. In addition to adding new $(l:patterns/patterns_as_iotas)patterns$(), 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.$()", + "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", @@ -249,15 +249,16 @@ "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 adorable little amulet that is highly sensitive to _media. When activated, they can intercept patterns rejected by Nature.$(br2)Specifically when anything connected to my person casts a pattern that has no meaning to Nature, the scarab steps in and prevents the mishap.$(br2)$(o)Whatever. Go my scarab.$()", + "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": "Teaching them involves $(l:patterns/readwrite#hexcasting:write)$(action)Scribe's Gambit$() to teach a _Hex to them. While scarabs proudly display their learned _Hex, they resist mind-reading from $(l:patterns/readwrite#hexcasting:read)$(action)Scribe's Reflection$(). I can reteach them at any time.$(br2)When an illegal pattern is cast, an active scarab will push the rejected pattern to the stack rather than allowing a mishap. It will then cast its learned _Hex and allow the remainder of the original _Hex to continue.", - "hexical.page.scarab.3": "The power scarabs allow is to create my own patterns that will 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.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$().", "hexical.page.animated_scroll.title": "Animated Scrolls", - "hexical.page.animated_scroll.0": "$(item)Animated Scrolls$() are mixed with a pinch of $(l:items/amethyst)$(item)Amethyst Dust$(), enchanting the ink to move and wiggle like the patterns I draw with my $(l:items/staff)$(item)Staff$(). Not only that, they can display lists of patterns.$(br2)$(o)You can't be a proper writer without a touch of madness, can you?$()", - "hexical.page.animated_scroll.1": "I can freely write and rewrite the scroll's patterns at any time, along with reading it back out. The scroll accepts only a list of $(l:patterns/patterns_as_iotas)pattern iotas$() or a lone $(l:patterns/patterns_as_iotas)pattern iota$(), which is automatically wrapped in a list. The $(item)Animated Scroll$() shows one pattern at a time which cycles to the next one once per second. Even when I write the same list to two of them at different moments of their cycle, they display in sync.", - "hexical.page.animated_scroll.2": "The $(l:items/amethyst)$(item)Amethyst$() seeped into the paper allows me to modify these $(item)Animated Scrolls$() in a variety of aesthetic ways entirely for free.$(br2)I have documented these patterns on the following pages.$(br2)Of note, I can also read and write to these scrolls remotely using the standard patterns.", + "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", @@ -278,7 +279,7 @@ "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": "Transforms copper ingots to 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", @@ -435,10 +436,14 @@ "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_pull": "Grok Reflection", - "hexical.page.grok_pull.summary": "Pushes two lists; one of the stack and one of the unfinished list building after an unclosed $(l:patterns/patterns_as_iotas#hexcasting:open_paren)Introspection$(). Entity references to players that are not me become $(l:casting/influences)$(thing)Null$().", - "hexcasting.action.hexical:grok_push": "Grok Gambit", - "hexical.page.grok_push.summary": "Takes two lists of iotas and sets them as my stack and my parenthesized list respectively. Entity references to players that are not me become $(l:casting/influences)$(thing)Null$().", + "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.", @@ -753,10 +758,10 @@ "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 any 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.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 item to charm, 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$().", - "hexical.page.charm.description": "The first and second list are used when I am standing and sneaking respectively. When I hold a charmed item, my inputs have an assigned number up to seven; 0 and 1 are the basics for attacking and using respectively.$(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.", + "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", 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 index c327c29b96a9..9258532d1722 100644 --- 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 @@ -240,7 +240,7 @@ "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$()无限反弹。", - "hexical.page.grimoire.1": "在物品栏中放有$(item)咒典$(),再通过$(l:items/staff)$(item)法杖$()绘制其中与列表关联的$(l:patterns/patterns_as_iotas)图案$(),自然即会如同我绘制了整个列表一般进行回应;这能简化射线追踪曼怛罗和大型图案等繁重的$(hex)咒术$()。除去创造新$(l:patterns/patterns_as_iotas)图案$()外,$(item)咒典$()甚至还能覆盖自然提供的$(l:patterns/patterns_as_iotas)patterns$()。$(br2)$(o)要是想读一本还没写出来的书,那就亲自去写。$()", + "hexical.page.grimoire.1": "在我的物品栏或$(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$()写入一个图案至图案列表的绑定关系。", "hexcasting.action.hexical:erase_grimoire": "擦除咒典", @@ -249,15 +249,16 @@ "hexical.page.index_grimoire.summary": "获取副手$(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$()是个可爱的护符,对$(media)媒质$()相当敏感;在启动后,它们能拦截被自然排斥的图案。$(br2)特别来说,与我有关联的任何事物运行了对自然无意义的图案时,圣甲虫即会前来处理,规避事故。$(br2)$(o)我不管了,上吧圣甲虫。$()", + "hexical.page.scarab.0": "$(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$()。虽然它们会自豪地展示那则$(hex)咒术$(),但它们不受$(l:patterns/readwrite#hexcasting:read)$(action)书吏之精思$()等读心手段的影响。我可以随时教导它们$(hex)咒术$()。$(br2)运行无效图案时,激活的圣甲虫会将该图案压入栈顶,从而规避事故。然后它会施放所学的$(hex)咒术$(),并继续执行事故处之后的部分。", - "hexical.page.scarab.3": "圣甲虫带来的新造图案能力对$(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$()等。", + "hexical.page.scarab.2": "$(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": "$(item)圣甲虫$()本质上是允许我新造图案,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": "$(item)活线卷轴$()中混有一小份紫水晶,其上墨迹会像$(l:items/staff)$(item)法杖$()绘制出的图案那样颤动。$(item)活线卷轴$()的神奇之处还不止于此,它还能展示图案列表。$(br2)$(o)不带点疯劲,怎么能叫作家呢?$()", - "hexical.page.animated_scroll.1": "卷轴上的图案可随意重绘,也可从卷轴中读出图案。这类卷轴只接受$(l:patterns/patterns_as_iotas)图案列表$(),单个$(l:patterns/patterns_as_iotas)图案 iota$() 会自动置入列表之中。$(item)活线卷轴$()会依次展示单个图案,图案每秒切换一次。就算是在不同时间点向两份卷轴写入同一图案列表,最后两者也会建立同步。", - "hexical.page.animated_scroll.2": "纸页里渗入的$(l:items/amethyst)$(item)紫水晶$()可用于操纵$(item)活线卷轴$()的样式,而且无需消耗$(media)媒质$()。$(br2)我在后页记录了这些图案。$(br2)再补充一遍,常规的读写图案就可远程读写此类卷轴。", + "hexical.page.animated_scroll.0": "往$(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$()。详细记载见后页。", "hexcasting.action.hexical:normalize_scroll": "恢复卷轴", "hexical.page.normalize_scroll.summary": "将卷轴的纸页恢复到未经改动的状态。", "hexcasting.action.hexical:age_scroll": "陈化卷轴", @@ -278,7 +279,7 @@ "hexical.page.media_jar.description": "$(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": "将铜变形成金。", + "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", @@ -435,10 +436,14 @@ "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_pull": "意会感知之精思", - "hexical.page.grok_pull.summary": "压入两个列表。其一对应栈内各元素,其二对应未闭合的$(l:patterns/patterns_as_iotas#hexcasting:open_paren)内省$()内已有的列表项。代表除我之外的玩家的 iota 会变成 $(l:casting/influences)$(thing)Null$()。", - "hexcasting.action.hexical:grok_push": "意会感知之策略", - "hexical.page.grok_push.summary": "接受两个 iota 列表,分别将栈和内省反思列表设为对应参数的内容。代表除我之外的玩家的 iota 会变成 $(l:casting/influences)$(thing)Null$()。", + "hexcasting.action.hexical:grok_get_stack": "意会感知之精思", + "hexical.page.grok_get_stack.summary": "将我$(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$()开放的,我可以从其读取意图或向其写入思维。", @@ -753,10 +758,10 @@ "hexical.page.horrible.summary": "从图案的参数签名来看,我只能推测出它是会召唤个什么。", "hexcasting.action.hexical:charm": "咒符", - "hexical.page.charm.0": "$(l:patterns/great_spells/charm)$(action)咒符$()法术可将任意物品变为独立的魔法物品,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.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": "$(br)施加所给$(hex)咒术$()的咒符。接受施加的目标物品、一个$(hex)咒术$()、以$(l:items/amethyst)$(item)紫水晶粉$()计的需存入$(media)媒质$()量,。消耗相应存入媒质量和额外 3 个$(l:items/amethyst)$(item)充能紫水晶$()。", - "hexical.page.charm.description": "第一个列表对应站直时的触发条件,第二个对应潜行时的。持有咒符物品时,我传入的输入分别对应着依次递增、最大为 7 的数;其中 0 对应平常的攻击,1 对应平常的使用。$(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。", + "hexical.page.charm.summary": "$(br)施加咒符。接受一个$(hex)咒术$()和以$(l:items/amethyst)$(item)紫水晶粉$()计的需存入$(media)媒质$()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", From bc577a2e371941c2e6ba4b5e537c98ca82f83388 Mon Sep 17 00:00:00 2001 From: ChuijkYahus <94828194+ChuijkYahus@users.noreply.github.com> Date: Tue, 14 Oct 2025 16:03:38 +0800 Subject: [PATCH 09/11] =?UTF-8?q?Hexical=20update=EF=BC=9A=E5=AE=98?= =?UTF-8?q?=E5=BA=93=E6=9B=B4=E6=96=B0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../modrinth-hexical/hexical/lang/en_us.json | 19 +++++++++++-------- .../modrinth-hexical/hexical/lang/zh_cn.json | 19 +++++++++++-------- 2 files changed, 22 insertions(+), 16 deletions(-) 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 index 58b5f576c532..c7cb9f109e4b 100644 --- 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 @@ -135,9 +135,9 @@ "hexical.hexburst.iota": "Held Iota: %s", "hexical.hextito.hex": "Held Hex: %s", "hexical.scarab.hex": "Trained Hex: %s", - "hexical.recipe.transmute.media_free": "Free", - "hexical.recipe.transmute.media_cost": "Costs %s dust", - "hexical.recipe.transmute.media_yield": "Yields %s dust", + "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", @@ -177,7 +177,7 @@ "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_flower_id": "an identifier of a conjurable flower type", + "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", @@ -312,7 +312,7 @@ "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 $(l:patterns/spells/hexical_spells#hexical:flower)can I$().", + "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 player 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.", @@ -605,6 +605,12 @@ "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$().", @@ -618,9 +624,6 @@ "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:flower": "Conjure Flower", - "hexical.page.flower.summary": "Conjures a flower of my choosing at a location. I must have identified this flower at some point before. Costs about a quarter of an $(l:items/amethyst)$(item)Amethyst Dust$().", - "hexical.page.flower.description": "The block under the target position must have a flat top surface to allow rooting. It does not necessarily need to be able to support the flower naturally, although any little movement may cause the flower to break if conjured on an incompatible block. Alternatively, the spell will fill a flower pot if possible.$(br2)$(o)There was a fool who praised me for the magic I acquired. That's all.$()", "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)$(o)The light blinds us. It is only in the dark that we see clearly.$()", 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 index 9258532d1722..6308829189d6 100644 --- 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 @@ -135,9 +135,9 @@ "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.transmute.media_free": "无需消耗", - "hexical.recipe.transmute.media_cost": "消耗%s个紫水晶粉", - "hexical.recipe.transmute.media_yield": "产出%s个紫水晶粉", + "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", @@ -177,7 +177,7 @@ "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_flower_id": "一个代表可构筑花卉的标识", + "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", @@ -312,7 +312,7 @@ "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/hexical_spells#hexical:flower)我也可以$()。", + "hexical.page.periwinkle.2": "挖掘的过程一定有魔法的参与:$(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)如果其他玩家没有穿戴头盔,就可为他们戴上$(item)花冠$()。$(hex)咒术师$()将这种行为视作表达亲昵和爱慕;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。", @@ -605,6 +605,12 @@ "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$()。", @@ -618,9 +624,6 @@ "hexcasting.action.hexical:jailbreak": "破解设备", "hexical.page.jailbreak.summary": "破解副手中未经编程的$(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$()。", - "hexcasting.action.hexical:flower": "构筑花卉", - "hexical.page.flower.summary": "在给定位置构筑一株花,品种任选。所需的花卉必须先经过标识。消耗大约 1/4 个$(l:items/amethyst)$(item)紫水晶粉$()。", - "hexical.page.flower.description": "构筑处四周必须存在足够支撑植物的平坦表面。不要求它可以种植花卉;但如果不可种植,那么任何轻微的动作都会让花朵掉落。还可以在花盆处使用:法术会先尝试在其中构筑。$(br2)$(o)杂草不过是还未得人青睐的鲜花。$()", "hexcasting.action.hexical:light": "荧亮", "hexical.page.light.summary": "在给定位置构筑一个给定光照强度的隐形光源。消耗大约 1/4 个$(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。$()", From 44342ff45e2380e11d5ebbbb25860078703de844 Mon Sep 17 00:00:00 2001 From: ChuijkYahus <94828194+ChuijkYahus@users.noreply.github.com> Date: Sat, 25 Oct 2025 04:01:21 +0800 Subject: [PATCH 10/11] =?UTF-8?q?Hexical=20update=EF=BC=9A=E5=AE=98?= =?UTF-8?q?=E5=BA=93=E6=9B=B4=E6=96=B0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../modrinth-hexical/hexical/lang/en_us.json | 42 ++++++--- .../modrinth-hexical/hexical/lang/zh_cn.json | 92 +++++++++++-------- 2 files changed, 79 insertions(+), 55 deletions(-) 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 index c7cb9f109e4b..58b279c63afb 100644 --- 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 @@ -17,8 +17,6 @@ "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.", - "advancements.hexical.hallucinate.title": "Only In My Head", - "advancements.hexical.hallucinate.description": "Play a sound only you can hear!", "block.hexical.hex_candle_cake": "Hex Candle Cake", "block.hexical.casting_carpet": "Casting Carpet", "block.hexical.hex_candle": "Hex Candle", @@ -219,6 +217,7 @@ "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.", @@ -315,7 +314,7 @@ "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 player 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.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.", @@ -398,7 +397,7 @@ "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 a player currently has an active $(l:lamp/arch_lamps)$(item)Archgenie Lamp$().", + "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", @@ -453,10 +452,6 @@ "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:pling": "Hallucinate Pling", - "hexical.page.pling.summary": "Causes me to hear a pling that is inaudible to others.", - "hexcasting.action.hexical:click": "Hallucinate Click", - "hexical.page.click.summary": "Causes me to hear a click that is inaudible to others.", "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", @@ -475,6 +470,23 @@ "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.", @@ -508,7 +520,7 @@ "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 player elevates the cost to about a whole $(l:items/amethyst)$(item)Charged Amethyst$().", + "hexical.page.rotate_entity.description": "Nature seems to be against entity rotation. Rather than a straightforward vector, Nature demands measurements in radians by which to turn horizontally and vertically.$(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)$(o)I disagree strongly with whatever work this quote is attached to.$()", @@ -518,7 +530,7 @@ "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 player has signed a given item stack.", + "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.", @@ -533,7 +545,7 @@ "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 player and returns their pigment, or takes an item containing a pigment and returns its pigment.", + "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", @@ -563,7 +575,7 @@ "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 player. I can however use it to open $(item)Chests$().$(br2)$(o)A spectral, floating hand appears at a point you choose within range.$()", + "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)$(o)Let food be thy medicine and medicine be thy food.$()", @@ -694,7 +706,7 @@ "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 since a player has been evoking. Is -1 if they are not currently evoking.", + "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", @@ -753,7 +765,7 @@ "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 player'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.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?$()", @@ -791,4 +803,4 @@ "hexical.page.weave_mesh.summary": "Takes a list of vectors, with constraints defined on the prior page, and weaves the mesh into that shape. Free.", "hexcasting.action.hexical:read_mesh": "Tangle Purification", "hexical.page.read_mesh.summary": "Pushes the shape of a mesh as a list of vectors." -} +} \ No newline at end of file diff --git a/projects/1.20-fabric/assets/modrinth-hexical/hexical/lang/zh_cn.json b/projects/1.20-fabric/assets/modrinth-hexical/hexical/lang/zh_cn.json index 6308829189d6..f4023f07ec74 100644 --- a/projects/1.20-fabric/assets/modrinth-hexical/hexical/lang/zh_cn.json +++ b/projects/1.20-fabric/assets/modrinth-hexical/hexical/lang/zh_cn.json @@ -17,9 +17,7 @@ "advancements.hexical.conjure_hexxy.description": "给予Hexxy适用于你的世界的物理形态", "advancements.hexical.conjure_cake.title": "蛋糕是个谎言", "advancements.hexical.conjure_cake.description": "从一位神秘的恩人那里召来一块免费的蛋糕", - "advancements.hexical.hallucinate.title": "只在我的脑海里", - "advancements.hexical.hallucinate.description": "播放一段只有你能听见的声音!", - "block.hexical.hex_candle_cake": "插有咒术蜡烛的蛋糕", + "block.hexical.hex_candle_cake": "插上咒术蜡烛的蛋糕", "block.hexical.casting_carpet": "施法地毯", "block.hexical.hex_candle": "咒术蜡烛", "block.hexical.mage_block": "术师方块", @@ -219,6 +217,7 @@ "hexcasting.action.book.hexical:get_hand_lamp_media": "精灵之精思:媒质型", "hexcasting.action.book.hexical:get_hand_lamp_storage": "精灵之精思:记忆型", "hexcasting.action.book.hexical:has_autograph": "验证器之馏化", + "hexcasting.action.book.hexical:right_click_other": "操纵之纯化", "hexcasting.action.book.hexical:serialize_pattern": "笔迹师之纯化", "hexcasting.action.book.hexical:deserialize_pattern": "书法师之纯化", "hexcasting.action.book.hexical:shuffle_pattern": "图案制作师之馏化", @@ -252,7 +251,7 @@ "hexical.page.scarab.0": "$(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$()本质上是允许我新造图案,且产物在$(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$()等。", + "hexical.page.scarab.3": "$(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?$()", @@ -300,8 +299,8 @@ "hexical.page.media_log.title": "媒质木志", "hexical.page.media_log.0": "研习$(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$(l:items/hexcasting)施法物品$()时我犯的错。$(br2)拿住它然后沉思,它就会为我依次揭示最后施放的若干图案(甚至包括$(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.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$()会把它当成无视距离的 iota 仓储方块,但我想不出来是怎么做到的。", @@ -315,11 +314,11 @@ "hexical.page.periwinkle.2": "挖掘的过程一定有魔法的参与:$(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)如果其他玩家没有穿戴头盔,就可为他们戴上$(item)花冠$()。$(hex)咒术师$()将这种行为视作表达亲昵和爱慕;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.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。$(br2)偶来拜访的流浪商人可能会在旅途中捡到一两个。", - "hexical.page.plushies.hexxy": "看着有些呆。放在物品栏里总给我种焦虑感。", + "hexical.page.plushies.hexxy": "看着有些呆。放在物品栏里时总给我种焦虑感。", "hexical.page.plushies.thothy": "好像在睡觉。带着它的时候会有种奇特的确定感,就好像它在守护我一样。", "hexical.page.plushies.irissy": "不管放在哪里都像在盯着我。伟大的 Irissy 啊,你曾见过何物?", "hexical.page.plushies.quadxxy": "可能是手不够巧的人做的。拼都拼不进六边形网格啊!", @@ -364,9 +363,9 @@ "hexical.page.hand_lamps.title": "手持式灯壶", "hexical.page.hand_lamps.0": "我终于找到了上千年传言中说的东西了!如此物件居然是在一位流浪商人的手里。这件$(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”,它便会施放,出于绝望和无聊。", + "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$(),可在后续任意时刻教导精灵新$(hex)咒术$(),不会因此损失$(media)媒质$()。", + "hexical.page.wish.summary": "向精灵许愿,希望它能为我施放$(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)$(o)我不是任你摆布的工具。$()$(br)灯中传来奇异的微弱人声,大概不用管吧。", "hexcasting.action.hexical:get_hand_lamp_position": "精灵之精思:空间型", @@ -385,7 +384,7 @@ "hexical.page.set_hand_lamp_storage.summary": "取出手持式$(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$()来说,施法的速度足够缓慢,能给意识喘息的时间;只是运行很多图案伤不到我自己。不过要是论及$(item)神灯$()的施法速度,那就算是为$(hex)咒法学$()而生的意识也很难招架。", + "hexical.page.genie_lore.0": "$(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$()。", @@ -398,7 +397,7 @@ "hexical.page.arch_lamps.0": "$(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。$()", "hexcasting.action.hexical:has_arch_lamp": "大精灵之纯化", - "hexical.page.has_arch_lamp.summary": "判断玩家当前是否已启动$(l:lamp/arch_lamps)$(item)大精灵神灯$()。", + "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", @@ -453,10 +452,6 @@ "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:pling": "幻听扣弦", - "hexical.page.pling.summary": "使我听到一段扣弦声,其他事物无法听见。", - "hexcasting.action.hexical:click": "幻听咔哒", - "hexical.page.click.summary": "使我听到一段咔哒声,其他事物无法听见。", "hexcasting.action.hexical:left_click": "进攻之精思", "hexical.page.left_click.summary": "压入我按下$(thing)$(k:attack)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。", "hexcasting.action.hexical:right_click": "操纵之精思", @@ -475,9 +470,26 @@ "hexical.page.sneaking.summary": "压入我按下$(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。还有一系列图案能向影响范围内的$(l:greatwork/akashiclib)$(item)书架$()和$(l:items/slate)$(item)石板$()写入与读取,无需消耗$(media)媒质$()。", + "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", @@ -488,7 +500,7 @@ "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,并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$()查看改进项。", + "hexical.page.mage_block.0": "$(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。$()", "hexcasting.action.hexical:reset_mage_block": "重置术师方块", @@ -508,7 +520,7 @@ "hexical.page.rotate_block.summary": "将方块旋转为朝向给定向量。需方块可旋转。消耗大约 1/8 个$(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)$(item)紫水晶粉$(),而玩家周围的$(media)媒质$()气场则会把消耗抬到大约 1 个$(l:items/amethyst)$(item)充能紫水晶$()。", + "hexical.page.rotate_entity.description": "自然似乎不待见实体旋转。因此,相较于简单易懂的向量,自然要求你提供旋转弧度,再据此进行水平向和垂直向旋转。$(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)$(o)“我没说过这句话。”——鲁迅$()", @@ -518,10 +530,10 @@ "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$()类似。", "hexcasting.action.hexical:has_autograph": "验证器之馏化", - "hexical.page.has_autograph.summary": "检验给定玩家是否为所给物品组签过名。", + "hexical.page.has_autograph.summary": "检验该人是否为所给物品组签过名。", "hexical.page.dyes.title": "染料", - "hexical.page.dyes.0": "染色法术和专用的 iota 可以用来改变方块和实体的颜色。染料 iota 代表一种颜色,也似乎同时象征着染色的$(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$(),这种染料能够“漂白”可染色方块。", + "hexical.page.dyes.0": "染色法术和专用的 iota 可以用来改变方块和实体的颜色。染料 iota 代表一种颜色,也似乎同时象征着染色的$(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", @@ -533,7 +545,7 @@ "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;接受一个玩家并返回其染色剂;或是接受一个内含染色剂的物品,并返回其染色剂。", + "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", @@ -541,9 +553,9 @@ "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$()。", - "hexical.page.magic_missile.0": "弹射物有种几项特别的性质。它在存在大约 10 秒后会自动消失,击中实体或方块后会碎裂。它会穿过所有形式的盔甲和保护,也不受重力和水的影响。$(br2)$(o)晶莹闪亮的弹射物,不算很强,但非常迷人……$()", + "hexical.page.magic_missile.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$()是 Y 轴正向,头部向右的方向是 X 轴正向。平常使用时,零向量对应在我的头颅内部构筑,形如 (0, 0, n) 的向量则会在我面前 n 格处构筑。", - "hexical.page.magic_missile.2": "第二个向量是速率,好在比第一参数简单不少。它就是简单的偏移向量,与$(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。", + "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。", @@ -562,11 +574,11 @@ "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,且无法使用仅限玩家的施法方式。我倒是还可以拿来打开$(item)箱子$()。$(br2)$(o)一只漂浮的幽灵手出现在施法距离内你指定的一点。$()", + "hexical.page.mage_hand.summary": "将我意识中的魔法手投射出来,以在世界中使用魔袋中的物品进行交互。如果魔袋为空,则表现为空手交互。消耗大约 1 个$(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)$(o)食即药,药即食。$()", + "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$()。自然给予我对其极大的掌控力,大小、笔迹粗细等都可随意修改。它们也会继承我染色剂的颜色。而在它们实际显现在世界上后,我便能移动、旋转,或是以其他手段随意更改它们,不受影响范围限制。", @@ -662,9 +674,9 @@ "hexical.page.block_mimicry.1": "传说中古代的$(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$(item)活塞$()推动时会破坏的脆弱方块这则法术也会破坏。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。", + "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。对大多数使用环境而言,消耗大约 1/2 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.dispense.summary": "接受一个物品实体、一个位置、一个轴向向量,并依此发射物品。对大多数使用场景而言,消耗大约 1/2 个$(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)$(item)紫水晶粉$()。", @@ -688,13 +700,13 @@ "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$()。", + "hexical.page.evocation.0": "$(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$()。", "hexcasting.action.hexical:is_evoking": "唤魔者之精思", - "hexical.page.is_evoking.summary": "压入玩家唤咒的时间,未在唤咒则为 -1。", + "hexical.page.is_evoking.summary": "压入我在唤咒状态下经过的时间,未在唤咒则为 -1。", "hexical.page.evocation.1": "记载有这项技术的古代文本还写有其他琐事。曾经的$(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$()的手段。但这些试验的结果从未见诸文献,抑或是已经散佚殆尽。", "hexical.page.hotbar.title": "快捷栏", @@ -746,14 +758,14 @@ "hexical.page.hopper.title": "漏斗", "hexical.page.hopper.0": "这个法术专为点对点精确运输和批量运输物品而存在,取出和存入操作适用于许多方块和实体。$(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$(thing)目的$()。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$()的 iota 均是有效$(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)目的$()。$(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$(thing)目的$()。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$(thing)目的$()。即便对应位置处不存在容器方块,其仍可作为有效$(thing)目的$(),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)目的$()。如果向量指向的位置接近中心,则会对所有槽位抽取和存入;如果接近某一面,则与$(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$()物品栏。自然,只有人类施法时才对此起效。$(br2)因为不管$(thing)来源$()还是$(thing)目的$()都不可能是数,在$(thing)来源$()或$(thing)目的$()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.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$(thing)来源$(),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)目的$()存储空间中某一位置的槽位数。处理加工时这个图案也很有用:扫描$(thing)来源$(),查看其中物品,根据某种度量方式加以运算,再据此决定要不要传输和传输到哪里。", + "hexical.page.index_hopper.summary": "适用于支持槽位的$(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。$(o)到底要怎么画啊?$()", @@ -763,7 +775,7 @@ "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)$(item)紫水晶粉$()计的需存入$(media)媒质$()量。消耗相应存入媒质量和额外 3 个$(l:items/amethyst)$(item)充能紫水晶$()。", + "hexical.page.charm.summary": "$(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$();此时栈会以该数起始。", "hexcasting.action.hexical:write_charmed": "咒符之策略", "hexical.page.write_charmed.summary": "向咒符物品内部的存储空间写入 iota。可能会招致“违犯他人”事故。", @@ -780,10 +792,10 @@ "hexical.page.greater_blink.0": "卓越闪现比$(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。$(br2)我肯定已经不是世界的一部分了——就算穿墙也不会留下哪怕一丁点痕迹。$()", + "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$()的进化形态。不会再受 iota 和图案的限制,也无需屈居于二维平面,网斑接受三维空间中的向量列表并在其间连线,由此带来的创意无穷无尽。网斑也会对大多数操纵视斑的图案有反应。", + "hexical.page.meshes.0": "网斑是$(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。", From 4715ab3e43b3d900f3d3724775e7137609b75157 Mon Sep 17 00:00:00 2001 From: ChuijkYahus <94828194+ChuijkYahus@users.noreply.github.com> Date: Sat, 25 Oct 2025 04:03:34 +0800 Subject: [PATCH 11/11] Hexical hotfix --- .../1.20-fabric/assets/modrinth-hexical/hexical/lang/zh_cn.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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 index f4023f07ec74..14ce9945b944 100644 --- 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 @@ -235,7 +235,7 @@ "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$()。", + "hexical.page.gauntlet_staff.1": "$(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。",