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{
"advancements.hexcassettes.quinio.title": "QUINIO",
"advancements.hexcassettes.quinio.description": "Make a Hex cast a Hex.",
"advancements.hexcassettes.tape_worm.title": "Tape Worm?",
"advancements.hexcassettes.tape_worm.description": "Consume a cassette tape.",
"advancements.hexcassettes.full_arsenal.title": "Full Album",
"advancements.hexcassettes.full_arsenal.description": "Acquire a full arsenal of cassettes.",

"subtitles.hexcassettes.cassette_eject": "Cassette ejects",
"subtitles.hexcassettes.cassette_fail": "Cassette clicks",
"subtitles.hexcassettes.cassette_insert": "Cassette inserted",
"subtitles.hexcassettes.cassette_loop": "Cassette whirrs",

"item.hexcassettes.cassette": "Cassette",

"hexcasting.mishap.hexcassettes:too_many_cassettes": "Attempted to schedule more Hexes than owned cassettes.",

"hexcassettes.page.async.title": "Asynchronous Hexes",
"hexcassettes.page.async.0": "As part of their nature, _Hexes evaluate in their entirety instantly. To delay _Hexes, Nature has devised a quite the whimsical solution: a cassette tape that must be crafted and then \"consumed\". Each _Hex I request to delay takes up one cassette \"slot\" until it fires. These cassettes slots can be viewed when chatting or casting with a staff and I can simply click them to abort the _Hex.",
"hexcassettes.page.async.craft": "After crafting it by plating a music disc with a hefty amount of charged amethyst to facilitate the assimilation, I can $(o)consume$() it to add it to my mind's collection. I can only have six cassettes at a time and any more eaten will simply be wasted.",
"hexcasting.spell.hexcassettes:enqueue": "Enqueue",
"hexcassettes.page.enqueue.summary": "Enqueues a _Hex to cast after that many twentieths of a second. It takes an iota to use as the label for the cassette.",
"hexcassettes.page.async.1": "The label iota is used to distinguish cassettes from each other and only the first 32 characters are kept. Enqueuing two _Hexes with the same label overwrites the older one. If I attempt to enqueue more _Hexes than I have cassettes, I incur the Parallel Processing mishap which kills all my currently active cassettes.$(br2)$(o)Ibra oniki ra. QUINIO QUINIO QUINIO QUINIO alef a ra.$()",
"hexcassettes.page.async.2": "Once a _Hex has been enqueued, I can open my chat screen to see all the cassettes I have eaten. Queued _Hexes are represented as inserted cassettes with their label rendered to the side, and by pressing an cassette, I can cancel the corresponding _Hex.$(br2)Dying also forcibly kills all of my cassettes so I can rest easy that I will not trap myself in an endless death cycle.",
"hexcassettes.page.async.3": "If a _Hex casts a near-identical copy of itself, a phenomenon emerges that ancient _Hexcasters call a daemon, which allow for passive _Hexcasting. Study into this branch of _Hexcasting seems limited and I shall be careful if I want to delve in: this type of casting uses exclusively the media from my inventory and if left unchecked, rapid automated casting can easily drain all my media and with nothing else to consume, my life.",
"hexcasting.spell.hexcassettes:dequeue": "Dequeue",
"hexcassettes.page.dequeue.summary": "I can also automate killing cassettes with this pattern. It takes an iota and dequeues the cassette with that label if it exists.",
"hexcasting.spell.hexcassettes:killall": "Disqueue",
"hexcassettes.page.killall.summary": "Terminates all cassettes, similar to the effects of the Parallel Processing mishap.",
"hexcasting.spell.hexcassettes:specs": "Threading Reflection",
"hexcassettes.page.specs.summary": "Pushes the total number of cassettes slots that I currently have.",
"hexcasting.spell.hexcassettes:free": "Threading Reflection II",
"hexcassettes.page.free.summary": "Pushes the number of non-busy cassette slots that I currently have.",
"hexcasting.spell.hexcassettes:inspect": "Program Purification",
"hexcassettes.page.inspect.summary": "Pushes null if I do not have an active cassette with that label, or the cassette's _Hex if I do. I hear rumors of this being used for iota storage and passing information between _Hexes.",
"hexcasting.spell.hexcassettes:foretell": "Program Purification II",
"hexcassettes.page.foretell.summary": "Pushes null if I do not have an active cassette with that label, or how many twentieths of a second until that cassette fires if I do.",
"hexcassettes.page.async.4": "I shall also note that rapidly changing cassette names (for example a cassette that enqueues itself with a different name) may be difficult to terminate. I can always resort to $(l:hexcassettes:async#hexcassettes:killall)$(action)Disqueue$() in such cases."
}
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{
"advancements.hexcassettes.quinio.title": "QUINIO",
"advancements.hexcassettes.quinio.description": "让咒术施放咒术",
"advancements.hexcassettes.tape_worm.title": "磁带长得像虫子?",
"advancements.hexcassettes.tape_worm.description": "吃下一盒磁带。",
"advancements.hexcassettes.full_arsenal.title": "完整专辑",
"advancements.hexcassettes.full_arsenal.description": "填满磁带库。",

"subtitles.hexcassettes.cassette_eject": "磁带:弹出",
"subtitles.hexcassettes.cassette_fail": "磁带:咔哒",
"subtitles.hexcassettes.cassette_insert": "磁带:插入",
"subtitles.hexcassettes.cassette_loop": "磁带:嗡嗡作响",

"item.hexcassettes.cassette": "磁带",

"hexcasting.mishap.hexcassettes:too_many_cassettes": "试图调度的咒术总数超出磁带的数量上限。",

"hexcassettes.page.async.title": "异步咒术",
"hexcassettes.page.async.0": "$(hex)咒术$()会瞬时完全施放,这是它们的本性。而为延迟$(hex)咒术$(),自然设计了一套有些奇怪的方案:一盒磁带,需要合成后“食用”的磁带。让一个$(hex)咒术$()延迟执行时,其会占用一个磁带“槽”,直至执行后再释放。可以在聊天栏中或用法杖施法时查看这些槽位,点击它们即可终止$(hex)咒术$()。",
"hexcassettes.page.async.craft": "为促使音乐唱片与媒质结合,我为其镀上了相当多的充能紫水晶,最终合成了磁带;$(o)食用$()即可收作己用。我最多只能同时持有六盒磁带,在此情况下再食用只会浪费。",
"hexcasting.spell.hexcassettes:enqueue": "入队列",
"hexcassettes.page.enqueue.summary": "令一个$(hex)咒术$()入队列,并在所给数个 1/20 秒后施放。还需一个 iota 作为磁带的标签。",
"hexcassettes.page.async.1": "磁带间使用标签区分,且标签仅保留前 32 个字符。若令两个$(hex)咒术$()按照同一标签入队列,则新的会覆盖旧的。若我试图让入队$(hex)咒术$()的数量超出磁带的数量,那么就会招致“并行处理”事故,导致当前所有磁带终止。$(br2)$(o)Ibra oniki ra. QUINIO QUINIO QUINIO QUINIO alef a ra.$()",
"hexcassettes.page.async.2": "所有入过队列的$(hex)咒术$()可在聊天栏处查看。队列中的$(hex)咒术$()表现为插入的磁带,其标签会出现在磁带侧面;按压磁带即可取消对应$(hex)咒术$()。$(br2)死亡时,所有磁带都会强制被终止;如此就能避免陷入无尽的死亡循环了。",
"hexcassettes.page.async.3": "如果一个$(hex)咒术$()施放了与其自身近乎相同的$(hex)咒术$(),便能达成常态$(hex)施法$()。古代的$(hex)咒术师$()称这种现象为“守护进程”。$(hex)咒法学$()的此分支似乎尚未得到深入研究,亲自深入时务必当心:此类施法方式只会使用物品栏中的媒质;若不加监管,快速的自动施法会轻松耗尽媒质储备,当什么都不剩的时候,抽取的就是生命力了。",
"hexcasting.spell.hexcassettes:dequeue": "出队列",
"hexcassettes.page.dequeue.summary": "还可用此图案自动终止磁带。接受一个 iota,若存在标签为所给 iota 的磁带,则令其出队列。",
"hexcasting.spell.hexcassettes:killall": "终止队列",
"hexcassettes.page.killall.summary": "终止所有磁带,效果与“并行处理”事故类似。",
"hexcasting.spell.hexcassettes:specs": "线程之精思",
"hexcassettes.page.specs.summary": "返回我目前的磁带槽总数。",
"hexcasting.spell.hexcassettes:free": "线程之精思,第二型",
"hexcassettes.page.free.summary": "返回我目前的空闲磁带槽总数。",
"hexcasting.spell.hexcassettes:inspect": "程序之纯化",
"hexcassettes.page.inspect.summary": "若所给标签无对应活动中磁带,返回 Null;若有,返回磁带的$(hex)咒术$()。我听传言称,这个图案能用来存储 iota,也可用来在$(hex)咒术$()间传递信息。",
"hexcasting.spell.hexcassettes:foretell": "程序之纯化,第二型",
"hexcassettes.page.foretell.summary": "若所给标签无对应活动中磁带,返回 Null;若有,返回其还需多少个 1/20 秒才启动。",
"hexcassettes.page.async.4": "名称快速切换的磁带会很难终止;比如,会使用新标签将自身入队列的磁带。此类情况需格外注意,但无论如何都有$(l:hexcassettes:async#hexcassettes:killall)$(action)终止队列$()作为兜底。"
}
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{
"hexcasting.spell.book.hexcellular:create_property": "Schrödinger's Refl.",
"hexcasting.spell.book.hexcellular:observe_property": "Observation Purif.",
"hexcasting.spell.book.hexcellular:set_property": "Schrödinger's Gambit",

"hexcasting.mishap.invalid_value.class.property": "a property iota",

"hexcellular.page.properties.title": "Property Iota",
"hexcellular.page.properties.0": "Using Hexcasting, I can etch information into the laws of the universe themselves. These artificial bits of information are fittingly called properties and they can be accessed from anywhere with a property iota. Two hexcasters with copies of the same property can set the property's iota and read it to instantly share the iota with each other.",
"hexcellular.page.properties.1": "I can also use it to communicate $(o)state$() within and between my Hexcasting appliances. For instance, a $(l:items/hexcasting)casting device$() that uses a property that it increments in order to keep track of how many times it has been used and do something different each time.$(br2)$(o)Spooky action from a distance...$()",
"hexcasting.spell.hexcellular:create_property": "Schrödinger's Reflection",
"hexcellular.page.create_property.summary": "Pushes a reference to a random property. Costs one charged amethyst to burn this property into the universe.",
"hexcellular.page.properties.2": "When creating a property, the spell pushes a property iota with a randomly generated name. This name is the only reference to the created property. I should immediately store these property iota for safe-keeping because there is no way to recover one once all references to it have been lost and the only ways to interact with a property is through its iota.",
"hexcasting.spell.hexcellular:observe_property": "Observation Purification",
"hexcellular.page.observe_property.summary": "Observes the current value of the property iota. Free to use.",
"hexcasting.spell.hexcellular:set_property": "Schrödinger's Gambit",
"hexcellular.page.set_property.summary": "Sets the property iota. Costs about a tenth of a dust. All future observations of the property iota return the new value."
}
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{
"hexcasting.spell.book.hexcellular:create_property": "薛定谔之精思",
"hexcasting.spell.book.hexcellular:observe_property": "观测之纯化",
"hexcasting.spell.book.hexcellular:set_property": "薛定谔之策略",

"hexcasting.mishap.invalid_value.class.property": "一个质性iota",

"hexcellular.page.properties.title": "质性 Iota",
"hexcellular.page.properties.0": "借助咒法学的力量,即可向宇宙的法则中直接刻入信息。这种信息粒有个相当恰当的名字——“质性”/“property”,可以在世界各处通过质性 iota 访问。持有同一质性的副本的两位咒术师在对质性写入后立即读取,即能共享写入的 iota。",
"hexcellular.page.properties.1": "还可用其在咒法学设备间共享$(o)状态$()。比如说,$(l:items/hexcasting)施法设备$()使用的质性可以不断递增,以此记录设备的使用次数,以便在不同次数时做出不同操作。$(br2)$(o)鬼魅般的超距作用……$()",
"hexcasting.spell.hexcellular:create_property": "薛定谔之精思",
"hexcellular.page.create_property.summary": "压入一个代表随机质性的 iota。向宇宙烧录质性需要消耗 1 个充能紫水晶。",
"hexcellular.page.properties.2": "创建质性时会随机生成一个名称,此名称是该质性的唯一引用。为保险起见,创建后应当立刻存下一份副本;否则所有代表此质性的 iota 丢失,质性即无法找回,而此该质性的交互只能经由该 iota 进行。",
"hexcasting.spell.hexcellular:observe_property": "观测之纯化",
"hexcellular.page.observe_property.summary": "观测质性 iota 当前的值。无需消耗媒质。",
"hexcasting.spell.hexcellular:set_property": "薛定谔之策略",
"hexcellular.page.set_property.summary": "设置质性 iota 的值。消耗大约 1/10 个紫水晶粉。此后所有对其的观测都会返回新设置的值。"
}
5 changes: 5 additions & 0 deletions projects/1.20-fabric/assets/1UNKNOWN/calcite/lang/en_us.json
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{
"block.calcite.chalk": "Chalk",
"item.calcite.chalk": "Chalk",
"calcite.chalk.queue": "Queue: %s"
}
5 changes: 5 additions & 0 deletions projects/1.20-fabric/assets/1UNKNOWN/calcite/lang/zh_cn.json
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{
"block.calcite.chalk": "粉笔痕",
"item.calcite.chalk": "粉笔",
"calcite.chalk.queue": "队列:%s"
}
47 changes: 47 additions & 0 deletions projects/1.20-fabric/assets/1UNKNOWN/efhexs/lang/en_us.json
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{
"hexcasting.mishap.invalid_value.entity_list": "a list of entities",
"hexcasting.mishap.invalid_value.particle_id": "an identifier of a particle type",
"hexcasting.mishap.invalid_value.sound_id": "an identifier of a sound type",
"hexcasting.mishap.invalid_value.simple_particle_id": "an identifier of a simple particle type",

"efhexs.microphone.active": "Recording particles and sound",
"efhexs.microphone.inactive": "Particles and sounds saved",

"efhexs.page.microphone.title": "Microphone",
"item.efhexs.microphone": "Microphone",
"efhexs.page.microphone.0": "The $(item)Microphone$() is an all-in-one tool for sounds and particles! I simply turn it on near a source of sounds and particles, and when I turn it off, the particles and sounds are streamed for my _Hexes to analyze and use.",
"efhexs.page.microphone.1": "I need to get up close and personally experience particles or sound to utilize it in my _Hexes.$(br2)$(o)Check, check, is this thing on?$()",

"efhexs.page.targetted.title": "Haunting",
"efhexs.page.targetted.0": "I have discovered various spells for creating $(l:patterns/spells/particles)particles$() and $(l:patterns/spells/sounds)sounds$() but initially, these are plainly visible to everyone. What if instead, I wanted to only create effects for myself or haunt a specific player? That's where this pattern comes in. For the remainder of the _Hex, I can choose only certain players to be made privy.",
"hexcasting.action.efhexs:set_target": "Haunt",
"efhexs.page.set_target.summary": "Sets a list of players to be exclusively influenced by my special effects. If $(l:casting/influences)$(thing)Null$(), all can see my effects again.",

"efhexs.page.particles.title": "Particles",
"efhexs.page.particles.0": "Somehow, my $(l:items/microphone)$(item)Microphone$() is able to record the particles in the air! I can query and replay them to add a bit of flair to my _Hexes for essentially free.$(br2)$(o)All those moments will be lost in time, like tears in rain.$()",
"hexcasting.action.efhexs:get_particles": "Particulate Reflection",
"efhexs.page.get_particles.summary": "Pushes the last sixteen unique particles picked up by my $(l:items/microphone)$(item)Microphone$().",
"hexcasting.action.efhexs:play_particle": "Conjure Particle",
"efhexs.page.play_particle.summary": "Conjures a particular particle with a specified position and velocity (blocks per twentieth of a second). Costs about 1/32th of an $(l:items/amethyst)$(item)Amethyst Dust$().",
"efhexs.page.play_particle.description": "This spell only works for \"simple\" particles, which are the majority. The remaining are too complicated to be boiled down into just a position and velocity but fortunately, I have documented various patterns for these more complicated effects.$(br2)They are all priced like the general spell and take a position and a velocity (compressed as \"...\") along with extra parameters.",
"hexcasting.action.efhexs:play_dust_particle": "Conjure Dust",
"efhexs.page.play_dust_particle.summary": "Conjures a small mote of dust of a given color. The number relates vaguely to scale and lifespan.",
"hexcasting.action.efhexs:play_dust_transition_particle": "Conjure Sparkly Dust",
"efhexs.page.play_dust_transition_particle.summary": "Conjures a gradient-like mote of dust, which smoothly transitions between the two colors given over the given number of seconds.",
"hexcasting.action.efhexs:play_block_particle": "Conjure Debris",
"efhexs.page.play_block_particle.summary": "Conjures a visual bit of debris, similar to that caused by breaking a block. Takes in a block identifier.",
"hexcasting.action.efhexs:play_falling_dust_particle": "Conjure Sediment",
"efhexs.page.play_falling_dust_particle.summary": "Conjures particles similar to that caused by suspended gravity-affected blocks. Takes in a block identifier.",
"hexcasting.action.efhexs:play_item_particle": "Conjure Fragments",
"efhexs.page.play_item_particle.summary": "Conjures a visual bit of fragments, similar to that caused by a tool breaking after wearing. Takes in an item iota.",
"hexcasting.action.efhexs:play_hex_particle": "Conjure Media",
"efhexs.page.play_hex_particle.summary": "Conjures a blob of visible _media, not unlike the waste product of my _Hexes. Takes in a color.",

"efhexs.page.sounds.title": "Sounds",
"efhexs.page.sounds.0": "Using the $(l:items/microphone)$(item)Microphone$(), I can query the sounds that I have been close to. After that, I am able to replay them to add fun sound effects to my _Hexes.$(br2)$(o)If a tree falls in a forest and no one is around to hear it, does it make a sound?$()",
"hexcasting.action.efhexs:get_sounds": "Audio Reflection",
"efhexs.page.get_sounds.summary": "Pushes the last sixteen unique sounds picked up by my $(l:items/microphone)$(item)Microphone$().",
"hexcasting.action.efhexs:play_sound": "Play Sound",
"efhexs.page.play_sound.summary": "Plays a sound at a particular location, volume, and pitch. Costs about a sixteenth of an $(l:items/amethyst)$(item)Amethyst Dust$().",
"efhexs.page.play_sound.description": "Volume and pitch are all numbers that range between 0 and 2. Volume controls both loudness and distance that sound can be heard. Meanwhile, pitch controls the \"speed\" the sound is played.$(br2)The sound is entirely disembodied to any body or event. It seems that the spell essentially uses tiny bits of _media manipulation to vibrate the air precisely into a given sound."
}
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