diff --git a/projects/1.20-fabric/assets/modrinth-hex-machina/hex_machina/lang/en_us.json b/projects/1.20-fabric/assets/modrinth-hex-machina/hex_machina/lang/en_us.json new file mode 100644 index 000000000000..1b0abcc3517a --- /dev/null +++ b/projects/1.20-fabric/assets/modrinth-hex-machina/hex_machina/lang/en_us.json @@ -0,0 +1,66 @@ +{ + "item.hex_machina.hex_gun": "Hex Gun", + "item.hex_machina.amethyst_bullet": "Amethyst Bullet", + "item.hex_machina.amethyst_bullet.block_projectile": "Block Bullet", + "item.hex_machina.amethyst_bullet.target_projectile": "Target Bullet", + + "item.hex_machina.scrying_goggles": "Scrying Goggles", + "item.hex_machina.mind_phial": "Mind Phial", + "item.hex_machina.entity_capsule": "Entity Capsule", + + "tab.hex_machina": "Hex Machina", + + "effect.hex_machina.expose_mind": "Expose Mind", + + "mishap.hex_machina.not_gun": "Can't cast this pattern outside of a gun", + "mishap.hex_machina.entity_capsule.expect_empty": "Empty %s", + "mishap.hex_machina.entity_is_brainswept": "Can't capture a mind that is empty", + "mishap.hex_machina.not_golem": "Can't cast this pattern outside of a golem", + + "hexcasting.action.hex_machina:current_bullet": "Gunslinger's Reflection", + "hexcasting.action.hex_machina:previous_bullet": "Gunslinger's Regr.", + "hexcasting.action.hex_machina:next_bullet": "Gunslinger's Prog.", + "hexcasting.action.hex_machina:roulette": "Gunslinger's Roulette", + "hexcasting.action.hex_machina:get_bullet": "Colt's Reflection", + + "hexcasting.action.hex_machina:contain": "Encapsulate", + "hexcasting.action.hex_machina:release": "Deploy", + "hexcasting.action.hex_machina:capsule/has_entity": "Ketchum's Reflection", + + "hexcasting.action.hex_machina:expose_mind": "Expose Mind", + + "hex_machina.tooltip.mind_media.amount": "%s Dust", + + "hex_machina.entry.patterns.gun": "Guns", + "hex_machina.entry.patterns.entity_capsule": "Entity Capsule", + "hex_machina.entry.patterns.expose_mind": "Expose Mind", + + "hex_machina.page.guns.current_bullet": "Gets the current bullet slot in the gun", + "hex_machina.page.guns.previous_bullet": "Cycles to the previous bullet in the gun", + "hex_machina.page.guns.next_bullet": "Cycles to the next bullet in the gun", + "hex_machina.page.guns.roulette": "Cycles §on§r slots in the gun", + "hex_machina.page.guns.get_bullet": "Gets a reference to the bullet casting this hex", + + "hex_machina.page.capsule.contain": "Reads a entity from the stack and stores that entity in a entity capsule, costs 1 $(l:items/amethyst)$(item)Amethyst Dust./$ per health point of the target entity", + "hex_machina.page.capsule.release": "Reads a position from the stack and releases the entity from the entity capsule at that position, costs 1 $(l:items/amethyst)$(item)Amethyst Shard./$", + "hex_machina.page.capsule.has_entity": "Reads if the entity capsule in the other hand has a entity stored", + + "hex_machina.page.great_spells.expose_mind": "Exposes the mind of an entity allowing it to be collected on kill by a Mind Phial, costs 1 $(l:items/amethyst)$(item)Amethyst Shard./$", + + "hex_machina.entry.items.gun": "Gun and Bullets", + + "hex_machina.page.items.gun.spotlight": "Although I can to make $(l:items/hexcasting)$(item)Cyphers/$, $(l:items/hexcasting)$(item)Trinkets/$ and $(l:items/hexcasting)$(item)Artifacts/$. It seems like I might have overlooked my options for storing and casting my hexes.$(br2)The $(item)Hex Gun/$ can hold up to 6 bullets and cast spells that are stored in them$(br2)Each shot cycling the barrel to the next available bullet.", + "hex_machina.page.items.bullet.amethyst_bullet": "The $(item)Amethyst Bullet/$ seems to work the foci do, but it can be cast by the gun directly.", + "hex_machina.page.items.bullet.target_bullet": "The $(item)Target Bullet/$ works similarly, but creates a shimmering projectile that on collision with a entity pushes that entity to the stack.$(br2)It seems to copy my pigment colors on flight, its §opretty!§r", + "hex_machina.page.items.bullet.block_bullet": "The $(item)Block Bullet/$ works similarly to the target bullet, but instead pushes the block position it hits to the stack$(br2)Also interesting to note that casting this way seems to give me a bit of ambit around where projectiles hit, for both the target bullet and this one.", + + "hex_machina.entry.items.scrying_goggles": "Scrying Goggles", + "hex_machina.page.items.scrying_goggles.spotlight": "One $(l:items/lens)$(item)Scrying Lens/$ on its own allows me to see properties of the world and block distractions in my vision when casting hexes.$(br2)I expanded the concept into goggles! It doesn't seem that I can see anything that I couldn't with one lens, but it allows me to have better focus while casting hexes!", + + "hex_machina.entry.items.entity_capsule": "Entity Capsule", + "hex_machina.page.items.entity_capsule.spotlight": "Being able to store hexes into $(item)Foci/$ is really helpful. By expanding this concept to its limit Im now able to store also creatures.$(br2)The Entity Capsule allows me to encode entities into media for storage, and I can decode that same entity again back to its original state.", + + "hex_machina.entry.items.mind_phial": "Mind Phial", + "hex_machina.page.items.mind_phial.spotlight": "Getting _Media can be hard. After some tinkering it seems that I can $(l:patterns/great_spell/expose_mind)$(item)Expose the Mind/$ of a creature and I've glimpsed a potential way to get more _Media.$(br2)This Phial is peculiar — it can't be recharged by normal means, but it is bottomless: there is no limit to the amount of _Media it could store...", + "hex_machina.page.items.mind_phial.page_2": "Exposing the mind of a creature allows me to extract the _Media it contains right before its death and store in that strange Phial.$(br2)It seems to be 'excited' to collect more and more _Media this way, somehow getting more _Media than what would be possible.$(br2)After some research the Phial seems to get the most _Media when its empty, with every consecutive extraction yielding less and less..." +} \ No newline at end of file diff --git a/projects/1.20-fabric/assets/modrinth-hex-machina/hex_machina/lang/zh_cn.json b/projects/1.20-fabric/assets/modrinth-hex-machina/hex_machina/lang/zh_cn.json new file mode 100644 index 000000000000..1d29966c3764 --- /dev/null +++ b/projects/1.20-fabric/assets/modrinth-hex-machina/hex_machina/lang/zh_cn.json @@ -0,0 +1,66 @@ +{ + "item.hex_machina.hex_gun": "咒术枪", + "item.hex_machina.amethyst_bullet": "紫水晶术弹", + "item.hex_machina.amethyst_bullet.block_projectile": "方块术弹", + "item.hex_machina.amethyst_bullet.target_projectile": "目标术弹", + + "item.hex_machina.scrying_goggles": "探知护目镜", + "item.hex_machina.mind_phial": "意识之瓶", + "item.hex_machina.entity_capsule": "实体胶囊", + + "tab.hex_machina": "Hex Machina", + + "effect.hex_machina.expose_mind": "开放意识", + + "mishap.hex_machina.not_gun": "无法在咒术枪之外运行此图案。", + "mishap.hex_machina.entity_capsule.expect_empty": "空%s", + "mishap.hex_machina.entity_is_brainswept": "无法捕捉一片虚无的意识", + "mishap.hex_machina.not_golem": "无法在傀儡之外运行此图案", + + "hexcasting.action.hex_machina:current_bullet": "快枪手之精思", + "hexcasting.action.hex_machina:previous_bullet": "快枪手之退转", + "hexcasting.action.hex_machina:next_bullet": "快枪手之进转", + "hexcasting.action.hex_machina:roulette": "快枪手之轮转", + "hexcasting.action.hex_machina:get_bullet": "柯尔特之精思", + + "hexcasting.action.hex_machina:contain": "胶囊捕获", + "hexcasting.action.hex_machina:release": "胶囊释放", + "hexcasting.action.hex_machina:capsule/has_entity": "小智之精思", + + "hexcasting.action.hex_machina:expose_mind": "开放意识", + + "hex_machina.tooltip.mind_media.amount": "%s 紫水晶粉", + + "hex_machina.entry.patterns.gun": "枪械", + "hex_machina.entry.patterns.entity_capsule": "实体胶囊", + "hex_machina.entry.patterns.expose_mind": "开放意识", + + "hex_machina.page.guns.current_bullet": "获取枪械的当前弹槽。", + "hex_machina.page.guns.previous_bullet": "循环切换至枪中前一术弹。", + "hex_machina.page.guns.next_bullet": "循环切换至枪中后一术弹。", + "hex_machina.page.guns.roulette": "循环切换 $(o)n/$ 个弹槽。", + "hex_machina.page.guns.get_bullet": "获取施放当前咒术的术弹的引用 iota。", + + "hex_machina.page.capsule.contain": "从栈中获取一个实体,并将其存入实体胶囊。目标实体每有 1 点生命值消耗 1 个$(l:items/amethyst)$(item)紫水晶粉/$。", + "hex_machina.page.capsule.release": "从栈中获取一个位置向量,并将实体胶囊中的实体释放到该处。消耗 1 个$(l:items/amethyst)$(item)紫水晶碎片/$。", + "hex_machina.page.capsule.has_entity": "检验另一只手中的实体胶囊内有无实体。", + + "hex_machina.page.great_spells.expose_mind": "令实体的意识对外开放,击杀该实体时可用意识之瓶收集其意识。消耗 1 个$(l:items/amethyst)$(item)紫水晶碎片/$。", + + "hex_machina.entry.items.gun": "枪械与术弹", + + "hex_machina.page.items.gun.spotlight": "虽然已经有了$(l:items/hexcasting)$(item)杂件/$、$(l:items/hexcasting)$(item)缀品/$和$(l:items/hexcasting)$(item)造物/$,但我似乎忽略了另一种可以施放和存储咒术的方案。$(br2)$(item)咒术枪/$可装载最多 6 枚术弹,且可施放术弹中的咒术。$(br2)每次发射都会把弹巢转至下一枚可用的术弹。", + "hex_machina.page.items.bullet.amethyst_bullet": "$(item)紫水晶术弹/$的功能与核心类似,但咒术枪可直接施放其中 iota。", + "hex_machina.page.items.bullet.target_bullet": "$(item)目标术弹/$的功效类似,但它在发射后会产生一个微微闪光的弹射物,命中实体时会将该实体压入栈。$(br2)飞行时留下的尾迹会是我染色剂的颜色,真的很$(o)漂亮/$!", + "hex_machina.page.items.bullet.block_bullet": "$(item)方块术弹/$的功效与目标术弹类似,但它压入的是命中方块的位置向量。$(br2)值得注意的是,后两种术弹似乎会将命中位置周围的较小区域纳入我的影响范围。", + + "hex_machina.entry.items.scrying_goggles": "探知护目镜", + "hex_machina.page.items.scrying_goggles.spotlight": "$(l:items/lens)$(item)探知透镜/$仅凭自身就能揭示世界的属性,还会在施法时屏蔽可能导致分心的事物。$(br2)我成功把这一概念拓展到了护目镜里!它有的功能似乎透镜也有,但好歹施法时可以把注意力再集中些了!", + + "hex_machina.entry.items.entity_capsule": "实体胶囊", + "hex_machina.page.items.entity_capsule.spotlight": "咒术可用$(item)核心/$存储——这一概念就极有启发性。把这种概念拓展到极限,就可以存储生物了。$(br2)实体胶囊可将实体编码为$(media)媒质/$以供存储,还可将经过编码的实体还原成它们原本的形态。", + + "hex_machina.entry.items.mind_phial": "意识之瓶", + "hex_machina.page.items.mind_phial.spotlight": "$(media)媒质/$很难获取。经过一段时间的设计,我应该可以让生物的$(l:patterns/great_spell/expose_mind)$(item)意识对外开放/$了。或许有助于获取更多$(media)媒质/$。$(br2)这种试剂瓶相当奇特——它无法由常规手段充能,但它似乎深不见底,无论多少$(media)媒质/$都能存得下……", + "hex_machina.page.items.mind_phial.page_2": "击杀意识对外开放的生物,我便可以将其$(media)媒质/$提取到前文所提的奇特试剂瓶里。$(br2)这种试剂瓶似乎会因此变得“兴奋”,从而收集到多得多的$(media)媒质/$,甚至能超出理论上限。$(br2)经研究,意识之瓶为空时收集到的$(media)媒质/$似乎最多,此后每次抽取所得会逐渐减少……" +} \ No newline at end of file diff --git a/projects/1.20-fabric/assets/modrinth-hexchanting/hexchanting/lang/en_us.json b/projects/1.20-fabric/assets/modrinth-hexchanting/hexchanting/lang/en_us.json new file mode 100644 index 000000000000..9d6061fb3917 --- /dev/null +++ b/projects/1.20-fabric/assets/modrinth-hexchanting/hexchanting/lang/en_us.json @@ -0,0 +1,28 @@ +{ + "item.hexchanting.amethyst_arrow": "Amethyst Arrow", + "item.hexchanting.amethyst_axe": "Amethyst Axe", + "item.hexchanting.amethyst_boots": "Amethyst Boots", + "item.hexchanting.amethyst_chestplate": "Amethyst Chestplate", + "item.hexchanting.amethyst_helmet": "Amethyst Helmet", + "item.hexchanting.amethyst_hoe": "Amethyst Hoe", + "item.hexchanting.amethyst_leggings": "Amethyst Leggings", + "item.hexchanting.amethyst_pickaxe": "Amethyst Pickaxe", + "item.hexchanting.amethyst_shovel": "Amethyst Shovel", + "item.hexchanting.amethyst_sword": "Amethyst Sword", + "hexcasting.action.hexchanting:imbue_equipment": "Imbue Equipment", + + "hexchanting.page.imbuing.title": "Imbuing Equipment", + "hexchanting.page.imbuing.0": "I have found uses for many of Nature's resources outside of my work with _Hexes, such as the construction of tools and armaments. It follows that I am able to do the same with amethyst. If I can align the crystalline structure correctly they can even channel media to cast Hexes.", + "hexchanting.page.imbuing.1": "After experimentation I have found that charged amethyst works best when crafting equipment. By substituting it for a material like iron or diamond I can craft items with comparable performance to their diamond equivalents, though they are less durable. Their true strength is how they interact with the world. When used they resonate with the latent media in the surrounding environment, providing a guide for hexes channeled through them.", + "hexchanting.page.imbuing.2": "Compromises have had to be made in the creation of these tools. They must be fed with external media when casting else they will cannibalize their own materials, possibly to the point of destruction. This is similar to a $(l:items/hexcasting)$(item)Cypher/$, though these tools can be recharged.", + "hexchanting.page.imbuing.3": "Regular use also slowly drains this reservoir - I believe the media is being expended to heal damage to the structure of the amethyst. Conventional means of equipment repair have proved ineffective due to difficulties in integrating a new matrix into the existing crystal.", + "hexchanting.page.imbuing.tools.0": "Axes, hoes, pickaxes and shovels cast after breaking a block. The stack is initialized with the location of the broken block. Break block spells cast through these tools behave as if broken by the tool, which includes any enchantment effects.", + "hexchanting.page.imbuing.weapons.sword": "Swords cast on hit and push the targeted entity to the stack.", + "hexchanting.page.imbuing.weapons.arrow.1": "My attempts to craft a bow on similar principles have failed. Amethyst simply doesn't have the flexibility required. I have instead resorted to crafting arrows with amethyst shards, in place of flint. These can be imbued like my other amethyst equipment but they can only draw on their internal media and affect a limited area. I am sure I could craft an equivalent out of media alone, but there are niches where I may find this useful.", + "hexchanting.page.imbuing.weapons.arrow": "Arrows cast when striking an entity or a block. In the first case the entity is pushed to the stack, in the latter the block position. Arrows have an amethyst shard's worth of media and a 4 block ambit radius.", + "hexchanting.page.imbuing.armour.helmet": "Helmets casts when a mob, hostile or otherwise, begins to target me. The identity of the mob is pushed to the stack.", + "hexchanting.page.imbuing.armour.chestplate": "Chestplates cast when I take damage. Two nullable entities and the amount of damage are pushed to the stack. The first entity is the direct source of the damage, such as an arrow, and the second is the indirect source, such as whoever fired the arrow.", + "hexchanting.page.imbuing.armour.leggings": "Leggings cast in the unfortunate event of my death. The source of my demise is pushed to the stack, in the same form as the chestplate. Because I am no longer alive to serve as a conduit this will always use the legging's internal media.", + "hexchanting.page.imbuing.armour.boots": "Boots cast whenever I fall about 1.5 blocks, pushing the precise distance to the stack. This trigger is sensitive and can be fooled into resetting by going up.", + "hexchanting.page.imbue_equipment.summary.0": "Imbues the supplied hexes into the amethyst equipment in my other hand, so that they will be cast whenever the item is used. Costs 9 charged amethyst except on arrows, which cost 5 shards." +} diff --git a/projects/1.20-fabric/assets/modrinth-hexchanting/hexchanting/lang/zh_cn.json b/projects/1.20-fabric/assets/modrinth-hexchanting/hexchanting/lang/zh_cn.json new file mode 100644 index 000000000000..c0813ee406a1 --- /dev/null +++ b/projects/1.20-fabric/assets/modrinth-hexchanting/hexchanting/lang/zh_cn.json @@ -0,0 +1,28 @@ +{ + "item.hexchanting.amethyst_arrow": "紫水晶箭", + "item.hexchanting.amethyst_axe": "紫水晶斧", + "item.hexchanting.amethyst_boots": "紫水晶靴子", + "item.hexchanting.amethyst_chestplate": "紫水晶胸甲", + "item.hexchanting.amethyst_helmet": "紫水晶头盔", + "item.hexchanting.amethyst_hoe": "紫水晶锄", + "item.hexchanting.amethyst_leggings": "紫水晶护腿", + "item.hexchanting.amethyst_pickaxe": "紫水晶镐", + "item.hexchanting.amethyst_shovel": "紫水晶锹", + "item.hexchanting.amethyst_sword": "紫水晶剑", + "hexcasting.action.hexchanting:imbue_equipment": "装备融能", + + "hexchanting.page.imbuing.title": "为装备融能", + "hexchanting.page.imbuing.0": "在$(hex)咒术$()研究之余,我还发现自然中的诸多资源另有妙用,比如制造工具与兵器。同理可证,紫水晶亦有此般用途。若能正确校准其晶体结构,由其制成的工具甚至能介导媒质、施放咒术。", + "hexchanting.page.imbuing.1": "实验表明,充能紫水晶在合成装备这一方面表现最好。把它放到原本属于铁和钻石等材料的位置即可,所制成物品的性能与用钻石制成的相当,但前者不如后者耐用。这些装备真正的强大之处,在于它们与世界交互的方式。使用时,它们会与周围环境的潜在媒质共振,从而引导穿过自身的咒术。", + "hexchanting.page.imbuing.2": "取舍在这些工具的制造过程中不可避免。施法时,必须为其提供外源媒质,否则它们便会侵蚀构成自身的材料,甚至可能侵蚀到完全损毁。这一性质与$(l:items/hexcasting)$(item)杂件/$类似;不同之处在于,这些工具可以充能。", + "hexchanting.page.imbuing.3": "常规的使用也会缓慢消耗它们自身的媒质——我想应该是用来修复紫水晶结构中的损伤了。而因为已有的晶体和新基质难以整合,传统的修复流程对这些工具效果不佳。", + "hexchanting.page.imbuing.tools.0": "斧、锄、镐、锹等会在破坏方块后施法,其栈以所破坏方块的位置起始。这些工具施放的破坏方块法术表现为使用工具自身进行破坏,其上魔咒也会起效。", + "hexchanting.page.imbuing.weapons.sword": "剑会在击中实体时施法,其栈以目标实体起始。", + "hexchanting.page.imbuing.weapons.arrow.1": "我尝试过用这种材料制弓,但失败了;紫水晶的刚度太高。之后,我改为用紫水晶碎片代替燧石合成箭。这些箭可像其他紫水晶装备一样融能,但它们只能使用其自身的媒质,影响范围也有限。我当然可以只用媒质就做出同样功能的东西,但这些箭确实有其独特的长处。", + "hexchanting.page.imbuing.weapons.arrow": "箭会在击中实体或方块时施放。前者栈以命中实体起始,后者以方块位置向量起始。此类箭具有相当于 1 个紫水晶碎片的媒质,影响范围半径为 4 格。", + "hexchanting.page.imbuing.armour.helmet": "头盔会在生物(无论敌对与否)等以我为攻击目标时施法。栈以代表该实体的 iota 起始。", + "hexchanting.page.imbuing.armour.chestplate": "胸甲会在我受到伤害时施法。栈以两个可为 Null 的实体和伤害量起始。第一实体是伤害的直接来源,如箭;第二实体是间接来源,如发射箭的实体。", + "hexchanting.page.imbuing.armour.leggings": "护腿会在我不幸死亡时施法。栈以致死原因起始,形式与胸甲一致。而由于我已死,无法再引导媒质,护腿只会使用其自身的媒质施法。", + "hexchanting.page.imbuing.armour.boots": "靴子会在我摔落过大约 1.5 格时施法。栈以精确摔落距离起始。这一触发条件比较敏感,同时还可通过向上爬升来重置。", + "hexchanting.page.imbue_equipment.summary.0": "将所给媒质融注入另一只手中的紫水晶装备,后续使用装备时即会施法。消耗 9 个充能紫水晶;箭除外,消耗 5 个紫水晶碎片。" +} diff --git a/projects/1.20-fabric/assets/modrinth-hexpats/hexpats/lang/en_us.json b/projects/1.20-fabric/assets/modrinth-hexpats/hexpats/lang/en_us.json new file mode 100644 index 000000000000..0ac0a414fd99 --- /dev/null +++ b/projects/1.20-fabric/assets/modrinth-hexpats/hexpats/lang/en_us.json @@ -0,0 +1,10 @@ +{ + "hexpats.entry.patterns.comfort": "Comfort Patterns", + + "hexpats.page.comfort_desc": "I believe I have found some patterns relating to comforting another person? I have no need for such frivolous things.", + "hexpats.page.comfort.headpat": "This pattern appears to conjure a projection of the casters hand about the head of some entity. Costs nothing if the target isn't on fire, otherwise costs an Amethyst Dust.", + "hexpats.page.comfort.check_fire": "This pattern checks to see if an entity needs pats to stop burning.", + + "hexcasting.action.hexpats:headpat": "Patter's Gambit", + "hexcasting.action.hexpats:check_fire": "Patter's Purification" +} \ No newline at end of file diff --git a/projects/1.20-fabric/assets/modrinth-hexpats/hexpats/lang/zh_cn.json b/projects/1.20-fabric/assets/modrinth-hexpats/hexpats/lang/zh_cn.json new file mode 100644 index 000000000000..002c47d26b56 --- /dev/null +++ b/projects/1.20-fabric/assets/modrinth-hexpats/hexpats/lang/zh_cn.json @@ -0,0 +1,10 @@ +{ + "hexpats.entry.patterns.comfort": "安抚图案", + + "hexpats.page.comfort_desc": "我好像发现了可用来安抚他人的图案?但我没有使用这些图案的必要,它们的用处也不算大。", + "hexpats.page.comfort.headpat": "此图案会在某个实体头顶构筑出施法者的手的投影。如果目标未着火,则不消耗媒质;否则消耗 1 个紫水晶粉。", + "hexpats.page.comfort.check_fire": "此图案会检验所给实体是否需要拍灭身上的火焰。", + + "hexcasting.action.hexpats:headpat": "摸摸之策略", + "hexcasting.action.hexpats:check_fire": "摸摸之纯化" +} \ No newline at end of file diff --git a/projects/1.20-fabric/assets/modrinth-hexthingy/hexthingy/lang/en_us.json b/projects/1.20-fabric/assets/modrinth-hexthingy/hexthingy/lang/en_us.json new file mode 100644 index 000000000000..4fd85566eabd --- /dev/null +++ b/projects/1.20-fabric/assets/modrinth-hexthingy/hexthingy/lang/en_us.json @@ -0,0 +1,18 @@ +{ + "hexcasting.mishap.notalive.single": "Cannot be casted to not alive entity", + + "hexcasting.action.hexthingy:smite": "Smite", + "hexcasting.action.hexthingy:allaycreation": "Allay Creation", + "hexcasting.action.hexthingy:things/pasteurpurification": "Pasteur's Purification", + "hexcasting.action.hexthingy:things/cleaneffect": "Clean Effects", + + "hexthingy.entry.smite": "Smite", + "hexthingy.entry.allaycreation": "Allay Creation", + "hexthingy.entry.patternthings": "Pattern Things", + "hexthingy.entry.spellthings": "Spell Things", + + "hexthingy.page.smite": "Deals damage to entity. Costs about 1.5 $(l:items/amethyst)$(item)Amethyst Shards/$ per 1 $(thing)HP/$.", + "hexthingy.page.allaycreation": "By infusing a Vex with media, you can create an Allay. Costs about 15 $(l:items/amethyst)$(item)Charged Amethyst/$", + "hexthingy.page.things.pasteurpurification": "Takes an entity and returns its health", + "hexthingy.page.things.cleaneffect": "Takes an entity and removes all effects from it (Will not remove Infinite effects). Costs about 1 $(l:items/amethyst)$(item)Amethyst Dust/$ per every second multiplied by the level of effect." +} \ No newline at end of file diff --git a/projects/1.20-fabric/assets/modrinth-hexthingy/hexthingy/lang/zh_cn.json b/projects/1.20-fabric/assets/modrinth-hexthingy/hexthingy/lang/zh_cn.json new file mode 100644 index 000000000000..a821fd863488 --- /dev/null +++ b/projects/1.20-fabric/assets/modrinth-hexthingy/hexthingy/lang/zh_cn.json @@ -0,0 +1,18 @@ +{ + "hexcasting.mishap.notalive.single": "无法向非活体实体施放", + + "hexcasting.action.hexthingy:smite": "惩戒", + "hexcasting.action.hexthingy:allaycreation": "悦灵制造", + "hexcasting.action.hexthingy:things/pasteurpurification": "巴斯德之纯化", + "hexcasting.action.hexthingy:things/cleaneffect": "清除效果", + + "hexthingy.entry.smite": "惩戒", + "hexthingy.entry.allaycreation": "悦灵制造", + "hexthingy.entry.patternthings": "HexThingy 图案", + "hexthingy.entry.spellthings": "HexThingy 法术", + + "hexthingy.page.smite": "对实体造成伤害。每造成 1 点 $(thing)HP/$ 的伤害消耗大约 1.5 个$(l:items/amethyst)$(item)紫水晶碎片/$。", + "hexthingy.page.allaycreation": "向恼鬼融注媒质,便可以创造悦灵。消耗大约 15 个$(l:items/amethyst)$(item)充能紫水晶/$。", + "hexthingy.page.things.pasteurpurification": "接受一个实体,返回其生命值。", + "hexthingy.page.things.cleaneffect": "接受一个实体,并移除其身上所有效果(不会移除无限持续时间的效果)。每效果每等级每秒持续时间消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉/$。" +} \ No newline at end of file diff --git a/projects/1.20-fabric/assets/modrinth-phlexiful/phlexiful/lang/en_us.json b/projects/1.20-fabric/assets/modrinth-phlexiful/phlexiful/lang/en_us.json new file mode 100644 index 000000000000..ed3bb103ffd9 --- /dev/null +++ b/projects/1.20-fabric/assets/modrinth-phlexiful/phlexiful/lang/en_us.json @@ -0,0 +1,42 @@ +{ + "category.phlexiful_tab": "Phlexiful", + + "enchantment.phlexiful.battery_pants_pool_buff": "Weave Inundation", + + "block.phlexiful.cobbled_bedrock": "Cobbled Bedrock", + + "item.phlexiful.welding_mask": "Casting Hood", + "item.phlexiful.battery_pants": "Media Catcher", + "item.phlexiful.media_weave": "Media Weave", + + "hexcasting.action.phlexiful:destroy_block": "Annihilate Block", + "hexcasting.action.phlexiful:set_pants_threshhold": "Write Catcher Threshold", + "hexcasting.action.phlexiful:get_pants_threshhold": "Read Catcher Threshold", + "hexcasting.action.phlexiful:read_pants_media": "Read Catcher Media", + + "hexcasting.mishap.no_item.armor": "Requires %s in the %s slot, but got nothing", + "hexcasting.mishap.bad_item.armor": "Requires %s in the %s slot, but got %s instead", + + "phlexiful.page.media_weave.title": "Media Weave", + "phlexiful.page.media_weave.1": "I have found that with great care, media can be directly integrated into cloth.", + "phlexiful.page.media_weave.2": "It seems to react to _media as iron does to magnetite. Garments made with this weave would have interesting properties... Perhaps it wouldn't hurt to expand my wardrobe?", + + "phlexiful.page.battery_pants.title": "Media Catcher", + "phlexiful.page.battery_pants.1": "I've found that the small cost of some spells can build up to be quite a substantial sum of _media over time. With a little bit of elbow grease, and some bolts of $(l:items/media_weave)$(item)Media Weave/$, I have made something to keep these mounting sums at bay.", + "phlexiful.page.battery_pants.2": "The $(l:items/battery_pants)$(item)Media Catcher/$ Slowly accrues _media. It can't hold much, so I might find some use in $(l:patterns/battery_pants_patterns)$(action)tuning it/$ as to limit the release of _media.$(br2)I suppose it isn't unreasonable to assume there could be trace amounts of _media about, but even then, what this catches is far too much... Where is it coming from?/$", + "phlexiful.page.battery_pants.crafting.desc": "$(o)Oh, pants!", + + "phlexiful.page.battery_pants_patterns.title": "Media Catcher Patterns", + "phlexiful.page.battery_pants_patterns.1": "Fight fire with fire, as they say! (Something something world burning. Never mind). There's no better way to manipulate my $(l:items/media_catcher)$(item)Media Catcher/$ than the very thing it fuels: $(hex)patterns/$.", + "phlexiful.page.battery_pants_patterns.get_threshhold": "Add the threshold of the $(item)media catcher/$ I'm wearing to the stack. Returns $(l:casting/influences)$(thing)Null/$ if I have not set a threshold.", + "phlexiful.page.battery_pants_patterns.set_threshhold": "Remove the number at the top of the stack, and save it as the threshold of the $(item)media catcher/$ I'm wearing.", + "phlexiful.page.battery_pants_patterns.read_pants_media": "Add the _media contained in the $(item)media catcher/$ I'm wearing to the stack.", + + "phlexiful.page.welding_mask.title": "Casting Hood", + "phlexiful.page.welding_mask.1": "The light produced in my field of work is taxing on the eyes. The flashes of light are brief, but they linger in my vision.$(br)Taking some inspiration from friends in the trades, I've fashioned together a mask to protect my eyes from the harsh light of _Hexcasting.", + "phlexiful.page.welding_mask.crafting.desc": "$(l:items/welding_mask)$(item)Casting Hoods/$ block out the flashes of light emitted from spells that we call particles.", + + "phlexiful.page.destroy_block.title": "Annihilate Block", + "phlexiful.page.destroy_block.1": "Complete destruction. Costs a negligible amount of _media for anything less sturdy than $(item)cobblestone/$.", + "phlexiful.page.destroy_block.2": "This spell makes me uncomfortable... I worry I'll accidentally cast it on something I'd rather not.$(br2)...I do wonder though, if this is an unstoppable force, what would be a suitable wall?$(br2)$(o)Go, do a crime." +} \ No newline at end of file diff --git a/projects/1.20-fabric/assets/modrinth-phlexiful/phlexiful/lang/zh_cn.json b/projects/1.20-fabric/assets/modrinth-phlexiful/phlexiful/lang/zh_cn.json new file mode 100644 index 000000000000..324dfe468a72 --- /dev/null +++ b/projects/1.20-fabric/assets/modrinth-phlexiful/phlexiful/lang/zh_cn.json @@ -0,0 +1,42 @@ +{ + "category.phlexiful_tab": "Phlexiful", + + "enchantment.phlexiful.battery_pants_pool_buff": "媒织泛滔", + + "block.phlexiful.cobbled_bedrock": "基岩圆石", + + "item.phlexiful.welding_mask": "施法面罩", + "item.phlexiful.battery_pants": "媒质捕手", + "item.phlexiful.media_weave": "媒质织物", + + "hexcasting.action.phlexiful:destroy_block": "湮灭方块", + "hexcasting.action.phlexiful:set_pants_threshhold": "写入捕手阈值", + "hexcasting.action.phlexiful:get_pants_threshhold": "读取捕手阈值", + "hexcasting.action.phlexiful:read_pants_media": "读取捕手媒质", + + "hexcasting.mishap.no_item.armor": "%2$s槽位中本应存在%1$s,而实际没有物品", + "hexcasting.mishap.bad_item.armor": "%2$s槽位中本应存在%1$s,而实际为%3$s", + + "phlexiful.page.media_weave.title": "媒质织物", + "phlexiful.page.media_weave.1": "经过小心谨慎的实验,我发现媒质可以直接融入编织物。", + "phlexiful.page.media_weave.2": "这种布匹似乎会和$(media)媒质$()产生反应,和铁跟磁铁矿产生反应差不多。用它制作的衣物应该会很有趣……衣柜里多几件衣服或许也没问题吧?", + + "phlexiful.page.battery_pants.title": "媒质捕手", + "phlexiful.page.battery_pants.1": "我发现,把$(media)媒质$()耗量极少的法术累积起来,总计的消耗也是一个不小的数目。拿上几卷$(l:items/media_weave)$(item)媒质织物/$稍加加工,做出的衣服便能止住前文所谓总消耗增长的势头。", + "phlexiful.page.battery_pants.2": "$(l:items/battery_pants)$(item)媒质捕手/$会缓慢积聚$(media)媒质$()。容量不是很大,也许$(l:patterns/battery_pants_patterns)$(action)调整之后/$可以用来限制$(media)媒质$()的逸散。$(br2)我本来认为它应该能收集到一些$(media)媒质$(),但就算这么说,实际收集到的还是多出太多了……到底是怎么收集到的?/$", + "phlexiful.page.battery_pants.crafting.desc": "$(o)我发誓我要用靴子狠狠地踢你的裤衩。", + + "phlexiful.page.battery_pants_patterns.title": "媒质捕手图案", + "phlexiful.page.battery_pants_patterns.1": "古话说得好,要以火攻火!(因为所以科学道理,不必较真。)$(hex)图案/$——$(l:items/media_catcher)$(item)媒质捕手/$所助力的事物,也是操控它的最好手段。", + "phlexiful.page.battery_pants_patterns.get_threshhold": "返回我所穿$(item)媒质捕手/$的阈值。如未设置则返回 $(l:casting/influences)$(thing)Null/$。", + "phlexiful.page.battery_pants_patterns.set_threshhold": "移除栈顶数,并存作我所穿$(item)媒质捕手/$的阈值。", + "phlexiful.page.battery_pants_patterns.read_pants_media": "返回我所穿$(item)媒质捕手/$含有的$(media)媒质$()量。", + + "phlexiful.page.welding_mask.title": "施法面罩", + "phlexiful.page.welding_mask.1": "我的工作领域会涉及到大量光照,常使得我用眼疲劳。强光出现的时间很短暂,但它们对视野造成的影响不会那么快消退。$(br)我从我各行各业的朋友身上得到了灵感,依此造出了一个面具,以抵挡$(hex)咒法学$()研究中出现的种种伤眼光线。", + "phlexiful.page.welding_mask.crafting.desc": "$(l:items/welding_mask)$(item)施法面罩/$会隔绝法术产生的闪光,又称“粒子”。", + + "phlexiful.page.destroy_block.title": "湮灭方块", + "phlexiful.page.destroy_block.1": "不遗余力地摧毁。对硬度不及$(item)圆石/$的事物施放时,消耗极少量$(media)媒质$()。", + "phlexiful.page.destroy_block.2": "这个法术让我不太舒服……要是意外对不应当摧毁的事物施放了怎么办。$(br2)……不过我确实很好奇,它要是最锋利的矛,那最坚固的盾又会是什么呢?$(br2)$(o)去吧,去犯个罪。" +} \ No newline at end of file