diff --git a/projects/assets/modrinth-hexintent/1.20-fabric/manifestation/lang/en_us.json b/projects/assets/modrinth-hexintent/1.20-fabric/manifestation/lang/en_us.json new file mode 100644 index 000000000000..cb56ae1e4470 --- /dev/null +++ b/projects/assets/modrinth-hexintent/1.20-fabric/manifestation/lang/en_us.json @@ -0,0 +1,249 @@ +{ + "hexcasting.action.manifestation:create_list_menu": "Manifest List Menu", + "hexcasting.action.manifestation:create_grid_menu": "Manifest Grid Menu", + "hexcasting.action.manifestation:create_radial_menu": "Manifest Radial Menu", + "hexcasting.action.manifestation:intent_button": "Intent Button", + "hexcasting.action.manifestation:intent_input": "Intent Input", + "hexcasting.action.manifestation:intent_numeric_input": "Intent Numeric Input", + "hexcasting.action.manifestation:intent_slider": "Intent Slider", + "hexcasting.action.manifestation:intent_checkbox": "Intent Checkbox", + "hexcasting.action.manifestation:intent_select_list": "Intent Select List", + "hexcasting.action.manifestation:intent_section": "Intent Section", + "hexcasting.action.manifestation:intent_dropdown": "Intent Dropdown", + "hexcasting.action.manifestation:presence_intent": "Presence Intent", + "hexcasting.action.manifestation:link_intent_relay": "Manifest Relay", + "hexcasting.action.manifestation:open_corridor_portal": "Manifest Threshold", + "hexcasting.action.manifestation:destroy_manifestation": "Raze Manifestation", + "hexcasting.action.manifestation:manifest_splinter": "Manifest Splinter", + "hexcasting.action.manifestation:renew_splinter": "Renew Splinter", + "hexcasting.action.manifestation:get_splinter_location": "Get Splinter Location", + "hexcasting.action.manifestation:destroy_splinters": "Destroy Splinters", + "hexcasting.action.manifestation:hex_trail": "Hex Trail", + "hexcasting.action.manifestation:particle_scatter": "Particle Scatter", + "hexcasting.action.manifestation:equation_hex_cloud": "Equation Hex Cloud", + "hexcasting.action.manifestation:spell_circle": "Manifest Spell Circle", + "hexcasting.action.manifestation:store_mind_vault": "Bind Mind Vault", + "hexcasting.action.manifestation:set_charm_cast_sound": "Set Charm Cast Sound", + "hexcasting.action.manifestation:memory_reflection": "Memory Reflection", + "hexcasting.action.manifestation:replay_memory": "Replay Memory", + "hexcasting.action.manifestation:store_memory": "Store Memory", + "hexcasting.action.manifestation:mind_vault_counts": "Mind Vault Counts", + "hexcasting.action.manifestation:exit_if_interacting": "Exit If Interacting", + "hexcasting.action.manifestation:open_casting_screen": "Open Casting Screen", + "hexcasting.action.manifestation:clear_stack": "Clear Stack", + + "hexcasting.action.book.manifestation:intent_numeric_input": "Intent Numeric Input", + "hexcasting.action.book.manifestation:intent_slider": "Intent Slider", + "hexcasting.action.book.manifestation:intent_checkbox": "Intent Checkbox", + "hexcasting.action.book.manifestation:intent_select_list": "Intent Select List", + "hexcasting.action.book.manifestation:intent_section": "Intent Section", + "hexcasting.action.book.manifestation:intent_dropdown": "Intent Dropdown", + "hexcasting.action.book.manifestation:presence_intent": "Presence Intent", + "hexcasting.action.book.manifestation:link_intent_relay": "Manifest Relay", + "hexcasting.action.book.manifestation:open_corridor_portal": "Manifest Threshold", + "hexcasting.action.book.manifestation:destroy_manifestation": "Raze Manifestation", + "hexcasting.action.book.manifestation:manifest_splinter": "Manifest Splinter", + "hexcasting.action.book.manifestation:renew_splinter": "Renew Splinter", + "hexcasting.action.book.manifestation:get_splinter_location": "Get Splinter Location", + "hexcasting.action.book.manifestation:destroy_splinters": "Destroy Splinters", + "hexcasting.action.book.manifestation:hex_trail": "Hex Trail", + "hexcasting.action.book.manifestation:equation_hex_cloud": "Equation Hex Cloud", + "hexcasting.action.book.manifestation:spell_circle": "Manifest Spell Circle", + "hexcasting.action.book.manifestation:store_mind_vault": "Bind Mind Vault", + "hexcasting.action.book.manifestation:set_charm_cast_sound": "Set Charm Cast Sound", + "hexcasting.action.book.manifestation:memory_reflection": "Memory Reflection", + "hexcasting.action.book.manifestation:replay_memory": "Replay Memory", + "hexcasting.action.book.manifestation:store_memory": "Store Memory", + "hexcasting.action.book.manifestation:mind_vault_counts": "Mind Vault Counts", + "hexcasting.action.book.manifestation:exit_if_interacting": "Exit If Interacting", + "hexcasting.action.book.manifestation:open_casting_screen": "Open Casting Screen", + "hexcasting.action.book.manifestation:clear_stack": "Clear Stack", + + "block.manifestation.corridor_portal": "Manifest Threshold", + "block.manifestation.intent_relay": "Manifest Relay", + "block.manifestation.splinter_caster": "Splinter Caster", + "block.manifestation.hex_box": "Hex Reliquary", + "block.manifestation.mind_vault": "Mind Vault", + "block.manifestation.equation_synth": "Equation Synthesizer", + "block.manifestation.permanent_threshold_frame": "Threshold Frame", + "block.manifestation.permanent_threshold_frame_top_right": "Threshold Frame", + "block.manifestation.permanent_threshold_frame_bottom_left": "Threshold Frame", + "block.manifestation.permanent_threshold_frame_bottom_right": "Threshold Frame", + "block.manifestation.permanent_threshold_plinth": "Threshold Frame", + "block.manifestation.permanent_threshold_side_pillar": "Threshold Frame", + "block.manifestation.permanent_threshold_capstone": "Threshold Frame", + "block.manifestation.permanent_threshold_inner_edge": "Threshold Frame", + "item.manifestation.hex_box": "Hex Reliquary", + "item.manifestation.mind_vault": "Mind Vault", + "item.manifestation.splinter_caster": "Splinter Caster", + "item.manifestation.equation_synth": "Equation Synthesizer", + "item.manifestation.permanent_threshold_frame": "Threshold Frame", + "item.manifestation.permanent_threshold_frame_top_right": "Threshold Frame", + "item.manifestation.permanent_threshold_frame_bottom_left": "Threshold Frame", + "item.manifestation.permanent_threshold_frame_bottom_right": "Threshold Frame", + "item.manifestation.permanent_threshold_plinth": "Threshold Frame", + "item.manifestation.permanent_threshold_side_pillar": "Threshold Frame", + "item.manifestation.permanent_threshold_capstone": "Threshold Frame", + "item.manifestation.permanent_threshold_inner_edge": "Threshold Frame", + "item.manifestation.memory_crystal": "Memory Crystal", + "item.manifestation.blossom_staff": "Blossom Staff", + "item.manifestation.blossom_staff_2": "Blossom Staff II", + "item.manifestation.dark_forest_staff": "Dark Forest Staff", + "item.manifestation.dark_forest_staff_2": "Dark Forest Staff II", + "item.manifestation.eclipse_staff": "Eclipse Staff", + "item.manifestation.eclipse_staff_2": "Eclipse Staff II", + "item.manifestation.end_staff": "End Staff", + "item.manifestation.end_staff_2": "End Staff II", + "item.manifestation.fern_staff": "Fern Staff", + "item.manifestation.fern_staff_2": "Fern Staff II", + "item.manifestation.geode_staff": "Geode Staff", + "item.manifestation.geode_staff_2": "Geode Staff II", + "item.manifestation.hydra_staff": "Hydra Staff", + "item.manifestation.hydra_staff_2": "Hydra Staff II", + "item.manifestation.light_staff": "Light Staff", + "item.manifestation.light_staff_2": "Light Staff II", + "item.manifestation.nether_staff": "Nether Staff", + "item.manifestation.nether_staff_2": "Nether Staff II", + "item.manifestation.ocean_staff": "Ocean Staff", + "item.manifestation.ocean_staff_2": "Ocean Staff II", + "item.manifestation.penitence_staff": "Penitence Staff", + "item.manifestation.penitence_staff_2": "Penitence Staff II", + "item.manifestation.redstone_staff": "Redstone Staff", + "item.manifestation.redstone_staff_2": "Redstone Staff II", + "item.manifestation.shadow_staff": "Shadow Staff", + "item.manifestation.shadow_staff_2": "Shadow Staff II", + "item.manifestation.totem_staff": "Totem Staff", + "item.manifestation.totem_staff_2": "Totem Staff II", + "item.manifestation.wind_staff": "Wind Staff", + "item.manifestation.wind_staff_2": "Wind Staff II", + "block.manifestation.hex_reliquary.slot_label_default": "Slot %s", + "message.manifestation.hex_reliquary.rename_hint": "Stored in slot %s. Rename the held focus in an anvil to set a custom label.", + + "hexcasting.category.manifestation_intents": "Intent", + "hexcasting.category.manifestation_intents.desc": "Interactive intent primitives for manifested spells.", + + "hexcasting.entry.manifestation_my_intent_with_media": "My intent with media", + "hexcasting.entry.manifestation_menus": "Menu Manifestation", + "hexcasting.entry.manifestation_manifest_portals": "Manifest Threshold", + "hexcasting.entry.manifestation_visual_manifestation": "Visual Manifestation", + "hexcasting.entry.manifestation_splinters": "Splinters", + "hexcasting.entry.manifestation_charm_audio": "Charming Intent", + "hexcasting.entry.manifestation_manifest_relay": "Manifest Relay", + "hexcasting.entry.manifestation_equation_synth": "Equation Synthesizer", + "hexcasting.entry.manifestation_mind_vault": "Mind Vault", + "hexcasting.entry.manifestation_hex_box": "Hex Reliquary", + "hexcasting.entry.manifestation_contained_splinter": "Contained Splinter", + "hexcasting.entry.manifestation_memory_crystal": "Memory Crystal", + "Contained Splinter": "Contained Splinter", + "hexcasting.action.book.manifestation:create_list_menu": "Manifest List Menu", + "hexcasting.action.book.manifestation:create_grid_menu": "Manifest Grid Menu", + "hexcasting.action.book.manifestation:create_radial_menu": "Manifest Radial Menu", + "hexcasting.page.manifestation.intro": "I've long suspected a link between media and the mind, but only recently have I begun to understand its depths. Constraining the media into patterns with intent makes it manifest, forming structures that can be perceived.$(br2)More curious still, these constructs seem capable of accepting intent.", + "hexcasting.page.manifestation.intro.2": "By imposing order upon them, I can compel them to carry thought forward, translating decision into action.", + "hexcasting.page.manifestation.menus.create_list_menu": "Takes a list of intents, a menu title and manifests a list menu.", + "hexcasting.page.manifestation.menus.create_grid_menu": "Takes a list of intents, a menu title, and a number of columns to manifest a grid menu. Columns are limited to 1-10.", + "hexcasting.page.manifestation.menus.create_radial_menu": "Takes a list of intents and a menu title to manifest a radial button menu. Radial menus only accept button intents", + "hexcasting.page.manifestation.menus.open_casting_screen": "Opens the spell grid and must be cast by a person.", + "hexcasting.page.manifestation.menus.clear_stack": "Clears the caster's persisted staff stack (the shift, right-click stack). Must be cast by a person.", + "hexcasting.page.manifestation.menus.exit_if_interacting": "Exits a hex if caster uses something interactable. Useful for charmed items that use righ-click.", + "hexcasting.page.manifestation.menus.set_charm_cast_sound": "Sets the casting sound of a charmed item.$(br2)Top of stack is sound id.$(br)Use string/text sound id (namespace:path) for sound, null to mute.$(br2)Cost: 10 dust.", + "hexcasting.page.manifestation.menus.set_charm_cast_sound.2": "Optionally place an item entity under the sound argument to target that dropped charmed item.$(br2)Without an item entity, this operator targets a charmed item in casting hand, then offhand.", + "hexcasting.page.manifestation.menus.memory_reflection": "Returns the held or embedded Memory Crystal's unique memory identifier. Favours the off-hand first.", + "hexcasting.page.manifestation.menus.replay_memory": "Returns the stored memory pattern (or null if none) from a held or embedded Memory Crystal. Takes a Memory Iota from Memory Reflection. Favours the off-hand first.", + "hexcasting.page.manifestation.menus.store_memory": "Stores the top of the stack in a held or embedded Memory Crystal's memory. Takes a Memory Iota from Memory Reflection. Favours the off-hand first.", + "hexcasting.page.memory_crystal.1": "Memory Crystals are funny little things. They have their own unique identifier and can store patterns within them.$(br2)I've found that you can jam these things into other magical items, keeping their properties. Although jamming two into one item often cracks the first.", + "hexcasting.page.memory_crystal.2": "I've found that you can jam these things into other magical items adding a form of persistent memory to them. Although jamming two into one item often cracks the first.", + "hexcasting.page.memory_crystal.crafting.desc": "Forged from a focus and charged crystals. Makes sense given their properties.", + "hexcasting.page.manifestation.charm_audio_intro": "Sometimes I just want to add a little flair to my charmed items, and with this, I finally can. I can now set the sound a charmed item makes when it casts!", + "hexcasting.page.manifestation.charm_audio.set_charm_cast_sound": "$(br)Changes the sound a charmed item makes when casting.$(br2)Top of stack is string, text, or null.$(br)$(bold)Cost: 10 dust.$()", + "hexcasting.page.manifestation.charm_audio.set_charm_cast_sound.2": "Use string sound id (namespace:path) to change the charm in the offhand to that sound, or null to mute.$(br2)Optionally you can pass a charmed item entity at the top of the stack to change that instead.", + "hexcasting.page.manifestation.charm_audio.set_charm_cast_sound.3": "This setting is stored on the item itself and is used for both menu-triggered and right-click charm casts.", + "hexcasting.page.manifestation.intents_intro": "Hex Casting has long been about manifesting patterns in the world, but I began to think, what if I could capture intent, and shape those patterns around it?$(br)If I could truly capture these intents and imbue them into my manifestations, I could create dynamic spells that respond to my will, allowing for a level of adaptability and control I've never had before.", + "hexcasting.page.manifestation.intents_intro.2": "Create menus in hex. Buttons take a pattern that trigger on click, inputs for things like text are pushed to the button action stacks on click. All inputs are pushed to all button stack.s$(br)The Stack from initial menu cast is also preserved and pushed to button stacks.", + "hexcasting.page.manifestation.intents.intent_button": "Creates a button from a list of patterns and a label. When clicked, the button casts the patterns. The patterns are cast in their own environment so they can't use special patterns specific to spell circles or charms. They inherit the stack of environment they are cast from.", + "hexcasting.page.manifestation.intents.intent_input": "Creates an input field from a label. Entered text is pushed to the stack of an executed action, like from a button.", + "hexcasting.page.manifestation.intents.intent_numeric_input": "Creates a numeric input from a default value and label. The entered number is pushed to the stack of an executed action.", + "hexcasting.page.manifestation.intents.intent_slider": "Creates a slider from min, max, current values, and a label. The chosen value is pushed to the stack of an executed action.", + "hexcasting.page.manifestation.intents.intent_checkbox": "Creates a checkbox from a default checked state and label. The resulting boolean is pushed to the stack of an executed action.", + "hexcasting.page.manifestation.intents.intent_select_list": "Creates a selectable list from options, a max visible row count, and a label. Optionally accepts a boolean to enable multi-select. The selected option or options are pushed to the stack of an executed action.", + "hexcasting.page.manifestation.intents.intent_section": "Creates a non-interactive section from a label, acting as a sub heading.", + "hexcasting.page.manifestation.intents.intent_dropdown": "Creates a dropdown from a list of options and a label. The selected option is pushed to the stack of an executed action.", + "hexcasting.page.manifestation.portals_intro": "Thresholds are about anchoring one location with the intent to be at another. Creating a threshold between the two places. With a strong enough intent, I can even bridge across dimensions. I wonder if I can create a frame that permanently holds a threshold in place indefinitely?", + "hexcasting.page.manifestation.portals.presence_intent": "Takes a location and a directional vector and creates an intent. Used with manifest threshold.$(br)$(bold)Cost: 35 amethyst.$()", + "hexcasting.page.manifestation.manifest_relay.link_intent_relay": "Takes a destination vector for where the relay will go, then a face vector to choose which side to manifest it on, and then a target vector for the thing to link the relay to.", + "hexcasting.page.manifestation.manifest_relay.link_intent_relay.2": "Optionally you can specify a power up to 15 as the final argument to emit a redstone signal when the relay is activated.$(br)Activating that relay will proxy the caster's interaction to the target as if they were interacting with it themselves.$(br2)Be aware that some things require the presence of a person to work fully, so the dream of opening chests from across the world will have to stay a dream.", + "hexcasting.page.manifestation.portals.open_corridor_portal": "$(br)Takes a vector, a Prescence intent, media allocation and an optional string label and pigment. Opens a portal bridging two locations together.$(br)$(l)Cost: 2 dust per second. 35 Charged Crystal on frame.$()", + "hexcasting.page.manifestation.portals.destroy_manifestation": "Takes an origin vector and a radius, destroys manifestations (portals and relays) in that area. Based on permissions.", + "hexcasting.page.manifestation.splinters_intro": "In trying to recreate Greater Sentinel, I first hypothosised that strong intent was the key. Instead I split away unstable slivers of my own will that whilst a shadow of myself, could indeptendently cast, whilst taking the cost from myself. Fascinating. They would often collapse after one cast but I did observe some splinters renewing themselves perpetually, fascinating.", + "hexcasting.page.manifestation.splinters_intro.2": "A splinter only has 16 ambit around itself. If it mishaps, it simply collapses rather than rebounding on to myself.", + "hexcasting.page.manifestation.splinters.manifest_splinter": "Creates a splinter at a position, with a delay and a list of patterns to cast. The splinter casts the payload as if it were the caster, then collapses. The splinter's location is only visible to its creator.", + "hexcasting.page.manifestation.splinters.manifest_splinter.2": "$(br)Position: vector to summon at.$(br)delay: time in ticks before cast.$(br)list of patterns: list of patterns to be cast.$(br2)$(bold)Cost: 5 dust x (active splinters + 1).$()", + "hexcasting.page.manifestation.splinters.renew_splinter": "Only castable by a splinter. Renews the current splinter, with the same pattern. Preserves the Ravenmind between splinters.", + "hexcasting.page.manifestation.splinters.renew_splinter.2": "Inputs:$(br)position: vector to summon at.$(br)delay: time in ticks before cast.$(br2)$(bold)Cost: replacing at the same position is free but moving to a new position costs 0.5 dust.$()", + "hexcasting.page.manifestation.splinters.get_splinter_location": "Only castable by a splinter. Returns the current vector of the splinter. Useful for self-renewal.", + "hexcasting.page.manifestation.splinters.destroy_splinters": "Dismisses all splinters you have active.", + "hexcasting.page.manifestation.splinters.hex_trail": "$(br)Hex Trail creates a particle trail as it moves. By using the same ID across casts you can create a continuous trail that moves smoothy between positions.", + "hexcasting.page.manifestation.splinters.hex_trail.2": "The positions have to be within 10 blocks of each other for the trail to smoothy move between them, otherwise it will snap to the new position. You also specify two colours for the trail to cycle between and a duration in ticks for the colour transition. There are a variety of particle types to choose from, some new and some from vanilla Minecraft. Not all particles can be tinted. The ID allows you to have multiple trails active and make sure they all animate independently.", + "hexcasting.page.manifestation.splinters.hex_trail.3": "Inputs:$(br)position: vector for the particle to appear at or move to.$(br)color from: RGB vector (0..1) at the start of the color cycle.$(br)color to: RGB vector (0..1) at the end of the color cycle.$(br)duration: time in ticks it takes for the colour to transition$(br)id: trail identifier. This is what's used to look up the last position and animate between the position. $(br)type?: optional particle style as a number (default 0).$(br2)", + "hexcasting.page.manifestation.splinters.hex_trail.4": "Types:$(br)0 dust ribbon$(br)1 sparks$(br)2 trail$(br)3 pulse beads$(br)4 end rod$(br)5 witch plume$(br)6 enchant flecks$(br)7 soul flame beadss$(br)8 solid beams$(br)9 ring lattices$(br)10 lightning arcs$(br)11 hex conjure ribbons$(br)12 hex conjure sparkss$(br)13 hex conjure trails$(br)14 dual-helix.", + "hexcasting.page.manifestation.splinters.hex_trail.5": "Color vectors tint types 0-3 and 8-14; types 4-7 use native particle colors.", + "hexcasting.page.manifestation.splinters.particle_scatter": "Renders particles at many explicit points in one cast. This operator is independent from Hex Trail and does not keep state between casts.$(br2)Inputs:$(br)points: list where each entry is either a vector or [vector, color vector].", + "hexcasting.page.manifestation.splinters.particle_scatter.2": "count: particles per point (1..4).$(br2)Limits: at most 256 points and 1024 total particles per cast. Vectors must still be in ambit.$(br)Use list chunking across casts to render very large datasets safely.", + "hexcasting.page.manifestation.splinters.equation_hex_cloud": "Creates large particle effects from an Equation Particle iota to avoid large vector lists. The Iota can be created using an Equation Synthesizer block. Uses an ID to keep positional state like Hex Trail.", + "hexcasting.page.manifestation.splinters.equation_hex_cloud.2": "Inputs:$(br)target: vector where the point cloud is created, $(br)OR$(br)anchor: entity center to follow,$(br)OR$(br)anchor + offset: entity center plus offset vector. $(br)equation: Equation Particle iota that defines point layout and colour behavior.$(br)id: numeric cloud id.", + "hexcasting.page.manifestation.splinters.equation_hex_cloud.3": "Using the same id smoothly moves the cloud between positions.", + "hexcasting.page.manifestation.splinters.spell_circle": "$(br)Projects a solid spell circle into the world displaying a pattern for a duration before disintegrating.$(br)$(bold)Cost: 1/500 dust.$()", + "hexcasting.page.manifestation.splinters.spell_circle.2": "$(br)Inputs:$(br)patterns: non-empty list of patterns to embed around the ring (max 48).$(br)origin: vector for circle center.$(br)facing: vector used as the circle plane.$(br2)duration: lifetime in ticks (1..1200).$(br2)size?: optional number 1..6 (default 3).", + "hexcasting.page.manifestation.equation_synth.overview": "The Equation Synthesizer writes an Equation Particle iota directly into a held focus. Use it when you want large particle effects.", + "hexcasting.page.manifestation.equation_synth.usage": "Insert a focus, open the synthesizer UI, and define x/y/z expressions with ranges and point count. Configure color mode (fixed, gradient, or expression), then click write to write the equation into the focus. You must right click the synthesizer first with a focus to insert, then with a non-empty hand to open the UI. Click with an empty hand to remove the focus.", + "hexcasting.page.manifestation.equation_synth.usage.2": "Use that stored iota with Equation Hex Cloud to render the particles.$(br2)Reusing the same cloud id updates the existing channel for smoother continuous animation during loops and quines.$(br2)You can also use the optional $(bold)time$() variable in your equations to make the shape itself animate over time.", + "hexcasting.page.manifestation.hex_box.overview": "The Hex Reliquary copies the contents of a focus into itself, in one of five slots, it'll also copy the contents back to an empty focus. It'll use the focus's name as a slot label.", + "hexcasting.page.manifestation.hex_box.usage": "Right click the reliquary with a focus to copy to it, and with an empty to copy from it. An empty hand will rotate the slots. Use a scrying lens to see what slot is selected and the name.", + "hexcasting.page.manifestation.mind_vault.overview": "The Mind Vault lets you flay villagers body and mind into the vault, storing it for later use. The true innovation is that by consuming the essence of the villager, it allows you to reuse their mind over and over, with a cooldown between uses. The downside is that one vault can only store one type of villager mind, at that level.", + "hexcasting.page.manifestation.intents.store_mind_vault": "It's set by the first villager you store, so choose wisely.$(br2)Takes a villager entity and a vector location of the mind vault. Flaying the villager into the vault stores their mind and locks the vault to that type and level of villager.", + "hexcasting.page.manifestation.mind_vault.read": "Takes a vector of a mind vault location and returns [ready, total], where ready is the number of stored minds not on cooldown and total is the number of stored minds in the vault.", + "hexcasting.page.manifestation.contained_splinter.lore": "A contained splinter is a fragile sliver of will anchored to a physical box. It can hold a focus and will cast this focus through the contained splinter.", + "hexcasting.page.manifestation.contained_splinter.usage": "Place the Splinter Caster in a spell circle and provide a focus by right clicking it with a focus in hand. It will Will capture the spell circle wave until execution has finished. A redstone pulse to the caster will forcibly release the circle wave.", + + "hexcasting.tooltip.manifestation.intent_shifter.unlinked": "Manifest Relay: Unlinked", + "hexcasting.tooltip.manifestation.intent_shifter.linked": "Manifest Relay: Linked", + "hexcasting.tooltip.manifestation.intent_shifter.coords": "Target: %s, %s, %s", + "hexcasting.tooltip.manifestation.intent_shifter.dimension": "Dimension: %s", + "hexcasting.tooltip.manifestation.hex_reliquary.selected": "Hex Reliquary Slot: %s", + "hexcasting.tooltip.manifestation.hex_reliquary.slot_filled": "Stored: Ready", + "hexcasting.tooltip.manifestation.hex_reliquary.slot_empty": "Stored: Empty", + "hexcasting.tooltip.manifestation.mind_vault.empty": "Mind Vault: Empty", + "hexcasting.tooltip.manifestation.mind_vault.profile": "Mind Vault: %s %s", + "hexcasting.tooltip.manifestation.mind_vault.slot_ready": "Slot %s: Ready", + "hexcasting.tooltip.manifestation.mind_vault.slot_cooldown": "Slot %s: Cooling (%s)", + "hexcasting.tooltip.manifestation.mind_vault.item_profile": "Stored Mind: %s %s", + "hexcasting.tooltip.manifestation.mind_vault.item_count": "Minds Stored: %s", + "hexcasting.tooltip.manifestation.mind_vault.level.novice": "Novice", + "hexcasting.tooltip.manifestation.mind_vault.level.apprentice": "Apprentice", + "hexcasting.tooltip.manifestation.mind_vault.level.journeyman": "Journeyman", + "hexcasting.tooltip.manifestation.mind_vault.level.expert": "Expert", + "hexcasting.tooltip.manifestation.mind_vault.level.master": "Master", + "tooltip.manifestation.staff.grid_zoom": "Casting Grid Size: +50%", + "tooltip.manifestation.staff.empowered_ambit": "Ambit Radius: +4", + "tooltip.manifestation.staff.empowered_media": "Media Cost: -20%", + + "hexcasting.rawhook.manifestation:intent_numeric_input": "Intent Numeric Input", + "hexcasting.rawhook.manifestation:intent_checkbox": "Intent Checkbox", + "hexcasting.rawhook.manifestation:intent_select_list": "Intent Select List", + + "hexcasting.mishap.manifestation.requires_caster_will": "Manifestation requires a caster's will.", + "hexcasting.mishap.manifestation.menu_open_loop": "Manifestation backlash: this menu is being reopened too quickly.", + "hexcasting.mishap.manifestation.radial_menu_buttons_only": "Every intent has to be a button.", + "hexcasting.mishap.manifestation.intent_relay_no_space": "Manifest Relay cannot manifest on that face; the space is blocked or unsupported.", + "hexcasting.mishap.manifestation.intent_relay_signal_range": "Manifest Relay signal strength must be between 0 and 15.", + "hexcasting.mishap.manifestation.portal_no_space": "Manifest Threshold cannot manifest. The space is occupied.", + "hexcasting.mishap.manifestation.permanent_threshold_frame_invalid": "Permanent Threshold requires a complete 4x5 deepslate frame ring at both source and destination.", + "hexcasting.mishap.manifestation.mind_vault_full": "Mind Vault cannot hold more villagers.", + "hexcasting.mishap.manifestation.mind_vault_type_mismatch": "Mind Vault only accepts villagers matching its locked profile.", + "hexcasting.mishap.manifestation.mind_vault_unavailable": "Mind Vault has no villager available; all stored minds are cooling.", + "hexcasting.mishap.manifestation.splinter_caster_needs_focus": "Splinter Caster missing focus", + "hexcasting.mishap.manifestation.requires_staff_in_hand": "This pattern requires a staff in hand.", + "hexcasting.mishap.manifestation.requires_memory_crystal_in_hand": "This pattern requires a Memory Crystal in hand.", + "hexcasting.mishap.manifestation.memory_id_not_on_crystal": "That memory id is not present on the held Memory Crystal.", + "hexcasting.mishap.manifestation.non_mind_vault_target_vector": "Cannot Flay Mind into another mind vault. This isn't Flayception." +} diff --git a/projects/assets/modrinth-hexintent/1.20-fabric/manifestation/lang/zh_cn.json b/projects/assets/modrinth-hexintent/1.20-fabric/manifestation/lang/zh_cn.json new file mode 100644 index 000000000000..947df125b02c --- /dev/null +++ b/projects/assets/modrinth-hexintent/1.20-fabric/manifestation/lang/zh_cn.json @@ -0,0 +1,249 @@ +{ + "hexcasting.action.manifestation:create_list_menu": "显现列表菜单", + "hexcasting.action.manifestation:create_grid_menu": "显现表格菜单", + "hexcasting.action.manifestation:create_radial_menu": "显现圆盘菜单", + "hexcasting.action.manifestation:intent_button": "构想按钮", + "hexcasting.action.manifestation:intent_input": "构想输入框", + "hexcasting.action.manifestation:intent_numeric_input": "构想数字输入框", + "hexcasting.action.manifestation:intent_slider": "构想滑动条", + "hexcasting.action.manifestation:intent_checkbox": "构想勾选框", + "hexcasting.action.manifestation:intent_select_list": "构想选择列表", + "hexcasting.action.manifestation:intent_section": "构想展示区域", + "hexcasting.action.manifestation:intent_dropdown": "构想下拉菜单", + "hexcasting.action.manifestation:presence_intent": "显位意图", + "hexcasting.action.manifestation:link_intent_relay": "显现中转仪", + "hexcasting.action.manifestation:open_corridor_portal": "显现界门", + "hexcasting.action.manifestation:destroy_manifestation": "抹除显形体", + "hexcasting.action.manifestation:manifest_splinter": "显现裂片", + "hexcasting.action.manifestation:renew_splinter": "翻新裂片", + "hexcasting.action.manifestation:get_splinter_location": "获取裂片位置", + "hexcasting.action.manifestation:destroy_splinters": "摧毁裂片", + "hexcasting.action.manifestation:hex_trail": "咒术径迹", + "hexcasting.action.manifestation:particle_scatter": "粒子散布", + "hexcasting.action.manifestation:equation_hex_cloud": "等式咒术云", + "hexcasting.action.manifestation:spell_circle": "显现法术环", + "hexcasting.action.manifestation:store_mind_vault": "绑定意识宝库", + "hexcasting.action.manifestation:set_charm_cast_sound": "设置咒符施法声音", + "hexcasting.action.manifestation:memory_reflection": "记忆之精思", + "hexcasting.action.manifestation:replay_memory": "重放记忆", + "hexcasting.action.manifestation:store_memory": "存储记忆", + "hexcasting.action.manifestation:mind_vault_counts": "意识宝库计数", + "hexcasting.action.manifestation:exit_if_interacting": "交互则退出", + "hexcasting.action.manifestation:open_casting_screen": "打开施法界面", + "hexcasting.action.manifestation:clear_stack": "清空栈", + + "hexcasting.action.book.manifestation:intent_numeric_input": "构想数字输入框", + "hexcasting.action.book.manifestation:intent_slider": "构想滑动条", + "hexcasting.action.book.manifestation:intent_checkbox": "构想勾选框", + "hexcasting.action.book.manifestation:intent_select_list": "构想选择列表", + "hexcasting.action.book.manifestation:intent_section": "构想展示区域", + "hexcasting.action.book.manifestation:intent_dropdown": "构想下拉菜单", + "hexcasting.action.book.manifestation:presence_intent": "显位意图", + "hexcasting.action.book.manifestation:link_intent_relay": "显现中转仪", + "hexcasting.action.book.manifestation:open_corridor_portal": "显现界门", + "hexcasting.action.book.manifestation:destroy_manifestation": "抹除显形体", + "hexcasting.action.book.manifestation:manifest_splinter": "显现裂片", + "hexcasting.action.book.manifestation:renew_splinter": "翻新裂片", + "hexcasting.action.book.manifestation:get_splinter_location": "获取裂片位置", + "hexcasting.action.book.manifestation:destroy_splinters": "摧毁裂片", + "hexcasting.action.book.manifestation:hex_trail": "咒术径迹", + "hexcasting.action.book.manifestation:equation_hex_cloud": "等式咒术云", + "hexcasting.action.book.manifestation:spell_circle": "显现法术环", + "hexcasting.action.book.manifestation:store_mind_vault": "绑定意识宝库", + "hexcasting.action.book.manifestation:set_charm_cast_sound": "设置咒符施法声音", + "hexcasting.action.book.manifestation:memory_reflection": "记忆之精思", + "hexcasting.action.book.manifestation:replay_memory": "重放记忆", + "hexcasting.action.book.manifestation:store_memory": "存储记忆", + "hexcasting.action.book.manifestation:mind_vault_counts": "意识宝库计数", + "hexcasting.action.book.manifestation:exit_if_interacting": "交互则退出", + "hexcasting.action.book.manifestation:open_casting_screen": "打开施法界面", + "hexcasting.action.book.manifestation:clear_stack": "清空栈", + + "block.manifestation.corridor_portal": "显现的界门", + "block.manifestation.intent_relay": "显现的中转仪", + "block.manifestation.splinter_caster": "裂片施法仪", + "block.manifestation.hex_box": "咒术宝盒", + "block.manifestation.mind_vault": "意识宝库", + "block.manifestation.equation_synth": "等式复合仪", + "block.manifestation.permanent_threshold_frame": "界门框架", + "block.manifestation.permanent_threshold_frame_top_right": "界门框架", + "block.manifestation.permanent_threshold_frame_bottom_left": "界门框架", + "block.manifestation.permanent_threshold_frame_bottom_right": "界门框架", + "block.manifestation.permanent_threshold_plinth": "界门框架", + "block.manifestation.permanent_threshold_side_pillar": "界门框架", + "block.manifestation.permanent_threshold_capstone": "界门框架", + "block.manifestation.permanent_threshold_inner_edge": "界门框架", + "item.manifestation.hex_box": "咒术宝盒", + "item.manifestation.mind_vault": "意识宝库", + "item.manifestation.splinter_caster": "裂片施法仪", + "item.manifestation.equation_synth": "等式复合仪", + "item.manifestation.permanent_threshold_frame": "界门框架", + "item.manifestation.permanent_threshold_frame_top_right": "界门框架", + "item.manifestation.permanent_threshold_frame_bottom_left": "界门框架", + "item.manifestation.permanent_threshold_frame_bottom_right": "界门框架", + "item.manifestation.permanent_threshold_plinth": "界门框架", + "item.manifestation.permanent_threshold_side_pillar": "界门框架", + "item.manifestation.permanent_threshold_capstone": "界门框架", + "item.manifestation.permanent_threshold_inner_edge": "界门框架", + "item.manifestation.memory_crystal": "记忆晶体", + "item.manifestation.blossom_staff": "樱花法杖", + "item.manifestation.blossom_staff_2": "樱花法杖,第二型", + "item.manifestation.dark_forest_staff": "黑森林法杖", + "item.manifestation.dark_forest_staff_2": "黑森林法杖,第二型", + "item.manifestation.eclipse_staff": "蚀日法杖", + "item.manifestation.eclipse_staff_2": "蚀日法杖,第二型", + "item.manifestation.end_staff": "末地法杖", + "item.manifestation.end_staff_2": "末地法杖,第二型", + "item.manifestation.fern_staff": "蕨类法杖", + "item.manifestation.fern_staff_2": "蕨类法杖,第二型", + "item.manifestation.geode_staff": "晶洞法杖", + "item.manifestation.geode_staff_2": "晶洞法杖,第二型", + "item.manifestation.hydra_staff": "海德拉法杖", + "item.manifestation.hydra_staff_2": "海德拉法杖,第二型", + "item.manifestation.light_staff": "光芒法杖", + "item.manifestation.light_staff_2": "光芒法杖,第二型", + "item.manifestation.nether_staff": "下界法杖", + "item.manifestation.nether_staff_2": "下界法杖,第二型", + "item.manifestation.ocean_staff": "海洋法杖", + "item.manifestation.ocean_staff_2": "海洋法杖,第二型", + "item.manifestation.penitence_staff": "忏悔法杖", + "item.manifestation.penitence_staff_2": "忏悔法杖,第二型", + "item.manifestation.redstone_staff": "红石法杖", + "item.manifestation.redstone_staff_2": "红石法杖,第二型", + "item.manifestation.shadow_staff": "暗影法杖", + "item.manifestation.shadow_staff_2": "暗影法杖,第二型", + "item.manifestation.totem_staff": "图腾法杖", + "item.manifestation.totem_staff_2": "图腾法杖,第二型", + "item.manifestation.wind_staff": "旋风法杖", + "item.manifestation.wind_staff_2": "旋风法杖,第二型", + "block.manifestation.hex_reliquary.slot_label_default": "槽位%s", + "message.manifestation.hex_reliquary.rename_hint": "存储于槽位%s。在铁砧内重命名核心以设置自定义标签。", + + "hexcasting.category.manifestation_intents": "意图", + "hexcasting.category.manifestation_intents.desc": "交互式意图原语,可用于各类显形法术。", + + "hexcasting.entry.manifestation_my_intent_with_media": "意图与媒质", + "hexcasting.entry.manifestation_menus": "菜单显形", + "hexcasting.entry.manifestation_manifest_portals": "界门显形", + "hexcasting.entry.manifestation_visual_manifestation": "视效显形", + "hexcasting.entry.manifestation_splinters": "裂片", + "hexcasting.entry.manifestation_charm_audio": "咒符意图", + "hexcasting.entry.manifestation_manifest_relay": "中转仪显形", + "hexcasting.entry.manifestation_equation_synth": "等式复合仪", + "hexcasting.entry.manifestation_mind_vault": "意识宝库", + "hexcasting.entry.manifestation_hex_box": "咒术宝盒", + "hexcasting.entry.manifestation_contained_splinter": "受束裂片", + "hexcasting.entry.manifestation_memory_crystal": "记忆晶体", + "Contained Splinter": "受束裂片", + "hexcasting.action.book.manifestation:create_list_menu": "显现列表菜单", + "hexcasting.action.book.manifestation:create_grid_menu": "显现表格菜单", + "hexcasting.action.book.manifestation:create_radial_menu": "显现圆盘菜单", + "hexcasting.page.manifestation.intro": "长久以来,我都认为媒质与意识之间应当存在一条连接,但直到最近我才开始理解它的深邃之处。在意图的指引之下,将媒质约束于图案之内,即可令其显形,形成可被感知的结构。$(br2)而更奇怪的是,这些构造体似乎也能接受意图。", + "hexcasting.page.manifestation.intro.2": "向其传达指令,即可令其递送思维,将决策变为行动。", + "hexcasting.page.manifestation.menus.create_list_menu": "接受一个意图列表和一个菜单标题,并令一个列表菜单显形。", + "hexcasting.page.manifestation.menus.create_grid_menu": "接受一个意图列表、一个菜单标题、一个代表列数的数,并令一个表格菜单显形。列数限制为 1 到 10。", + "hexcasting.page.manifestation.menus.create_radial_menu": "接受一个意图列表和一个菜单标题,并令一个圆盘按钮菜单显形。圆盘菜单只接受按钮意图。", + "hexcasting.page.manifestation.menus.open_casting_screen": "打开咒术网格,必须由人类施放。", + "hexcasting.page.manifestation.menus.clear_stack": "清空施法者的持久化法杖栈(即 Shift 右击所清空的栈)。必须由人类施放。", + "hexcasting.page.manifestation.menus.exit_if_interacting": "若施法者使用了可交互的物品,则退出咒术。适用于占用鼠标右键的咒符物品。", + "hexcasting.page.manifestation.menus.set_charm_cast_sound": "设置咒符物品的施法声音。$(br2)栈顶需为声音 ID。$(br)接受字符串/文本作为声音 ID(命名空间:路径),传入 Null 可静音。$(br2)消耗:10 个紫水晶粉。", + "hexcasting.page.manifestation.menus.set_charm_cast_sound.2": "可以选择在声音参数下方提供一个物品实体。若提供,法术会作用于该咒符物品实体。$(br2)若不提供,则优先作用于施法用手中的物品,如不符则作用于副手物品。", + "hexcasting.page.manifestation.menus.memory_reflection": "返回手持/内嵌记忆晶体的唯一记忆标识。优先作用于副手物品。", + "hexcasting.page.manifestation.menus.replay_memory": "返回手持/内嵌记忆晶体中记忆的图案(若无则返回 Null)。需接受记忆之精思返回的记忆 iota。优先作用于副手物品。", + "hexcasting.page.manifestation.menus.store_memory": "将栈顶元素存入手持/内嵌的记忆晶体。需接受记忆之精思返回的记忆 iota。优先作用于副手物品。", + "hexcasting.page.memory_crystal.1": "记忆晶体这种小物件相当有趣。它们具有唯一的标识,且能存储图案。$(br2)我发现,把它塞到其他魔法物品里,它也能保留其属性。不过塞进第二个晶体通常会导致前一个碎裂。", + "hexcasting.page.memory_crystal.2": "我还发现,把它塞到其他魔法物品里,可为该物品附加一份持久化的记忆。不过塞进第二个晶体通常会导致前一个碎裂。", + "hexcasting.page.memory_crystal.crafting.desc": "由核心和充能紫水晶锻成。原材料的性质决定了产物的功能。", + "hexcasting.page.manifestation.charm_audio_intro": "我总有时会想给我的咒符物品加点特色,而有了这则法术,我终于能做到了。我能设置咒符物品施法时发出的声音了!", + "hexcasting.page.manifestation.charm_audio.set_charm_cast_sound": "$(br)更改咒符物品施法的声音。$(br2)栈顶需为字符串、文本或 Null。$(br)$(bold)消耗:10 个紫水晶粉。$()", + "hexcasting.page.manifestation.charm_audio.set_charm_cast_sound.2": "传入声音 ID 字符串(命名空间:路径),可修改副手咒符物品的音效;传入 Null 可静音。$(br2)还可在栈顶下方传入一个咒符物品实体,以将法术修改它的声音。", + "hexcasting.page.manifestation.charm_audio.set_charm_cast_sound.3": "此设置存储于物品本身,也可被菜单触发施法和咒符右击施法使用。", + "hexcasting.page.manifestation.intents_intro": "长久以来,咒法学都是门在世界中显现图案的艺术。但我近来总在想:我要是能捕捉意图本身,再塑造它周围的图案,会怎么样呢?$(br)如果我真能捕获到这些意图,把它们融注到我显现出的各类事物中去,应当就能创造出动态的法术——会回应我意志的法术,将咒术的适用性和控制力推向新的高峰。", + "hexcasting.page.manifestation.intents_intro.2": "在咒术中创建菜单。按钮需接受点击时触发的图案,点击时,文本等各类输入值会被压入按钮动作栈。所有按钮栈都会接受到全部的输入。$(br)初始菜单施法的栈也会被保存,并压入各按钮栈。", + "hexcasting.page.manifestation.intents.intent_button": "使用图案列表和标签创建按钮。点击按钮时,其会施放所给图案。这些图案会在独立环境中施放,所以不可使用法术环、咒符等特殊图案。它们会继承施放所在环境的栈。", + "hexcasting.page.manifestation.intents.intent_input": "使用标签创建输入框。向唤起的独立动作栈压入输入的文本,与按钮类似。", + "hexcasting.page.manifestation.intents.intent_numeric_input": "使用默认值和标签创建数字输入框。向唤起的独立动作栈压入输入的数。", + "hexcasting.page.manifestation.intents.intent_slider": "使用最小值、最大值、当前值、标签创建滑动条。向唤起的独立动作栈压入当前所选值。", + "hexcasting.page.manifestation.intents.intent_checkbox": "使用默认勾选状态和标签创建勾选框。向唤起的独立动作栈压入当前布尔值。", + "hexcasting.page.manifestation.intents.intent_select_list": "使用选项、最大可见行数、标签创建选择列表。可以额外传入一个布尔值以启用多选。向唤起的独立动作栈压入所选选项。", + "hexcasting.page.manifestation.intents.intent_section": "使用标签创建一个不可交互区域,相当于下级标题。", + "hexcasting.page.manifestation.intents.intent_dropdown": "使用选项列表和标签创建下拉菜单。向唤起的独立动作栈压入所选选项。", + "hexcasting.page.manifestation.portals_intro": "界门——在某处锚定前往别处之意图的产物。在两个位置间创建界门。意图若是足够强烈,甚至能让界门跨越维度。我在想,能不能搭建一个框架,让界门无限期地维持下去呢?", + "hexcasting.page.manifestation.portals.presence_intent": "接受一个位置和一个方向向量,创建一个意图。可用于显现界门。$(br)$(bold)消耗:35 个紫水晶碎片。$()", + "hexcasting.page.manifestation.manifest_relay.link_intent_relay": "接受目的地向量作为中转仪的所在地,然后接受一个面向量以决定显形的面位置,而后还需一个目标向量作为中转仪的连接目标。", + "hexcasting.page.manifestation.manifest_relay.link_intent_relay.2": "还可以在最后一个参数后传入信号强度(最大 15),激活中转仪时会发出此强度的红石信号。$(br)激活该中转仪时,其会将施法者的交互转接到目标处,就好像施法者本人在亲自交互一样。$(br2)需要注意,某些事物需要人类在场才能发挥出全部的功能;远距离开箱子大概只能在梦里想想了。", + "hexcasting.page.manifestation.portals.open_corridor_portal": "$(br)接受一个向量、一个显位意图、媒质分配量,可选传入字符串标签和染色剂。打开连接两处的传送门。$(br)$(l)消耗:每秒 2 个紫水晶粉。框架需 35 个充能紫水晶。$()", + "hexcasting.page.manifestation.portals.destroy_manifestation": "接受一个原点向量和一个半径,摧毁该区域范围内的所有显形体(传送门和中转仪)。受权限限制。", + "hexcasting.page.manifestation.splinters_intro": "在再造卓越哨卫的实验中,我首先假设道,关键在于强烈的意图。然而,我实际分离出的是自我的一小部分;它只是我的影子,且不够稳定,但能够独立施法,不过消耗会从我这里扣除。很有意思。它们通常会在施法一次后就分崩离析,不过我的确观察到,有些裂片能够不断翻新自身。很有意思。", + "hexcasting.page.manifestation.splinters_intro.2": "裂片仅具有其周围 16 格的影响范围。它若是招致了事故,也只是会自行崩解,不会对我造成影响。", + "hexcasting.page.manifestation.splinters.manifest_splinter": "在所给位置创造一个裂片,附带延时和需施放的图案列表。裂片会如同自己是施法者一般施法,随后便崩解。裂片的位置仅其创造者可见。", + "hexcasting.page.manifestation.splinters.manifest_splinter.2": "$(br)位置:召唤目的地向量。$(br)延时:施法前等待的时间,以刻计。$(br)图案列表:要施放的图案列表。$(br2)$(bold)消耗:(活动裂片数量 + 1) x 5 个紫水晶粉。$()", + "hexcasting.page.manifestation.splinters.renew_splinter": "只可由裂片施放。翻新当前的裂片,图案列表原样继承。裂片会在翻新前后保留渡鸦之思。", + "hexcasting.page.manifestation.splinters.renew_splinter.2": "输入:$(br)位置:召唤目的地向量。$(br)延时:施法前等待的时间,以刻计。$(br2)$(bold)消耗:原地刷新无需消耗媒质,更改位置需消耗 0.5 个紫水晶粉。$()", + "hexcasting.page.manifestation.splinters.get_splinter_location": "只可由裂片施放。返回裂片的当前位置。可供自我翻新使用。", + "hexcasting.page.manifestation.splinters.destroy_splinters": "驱除你拥有的全部活动裂片。", + "hexcasting.page.manifestation.splinters.hex_trail": "$(br)咒术径迹会在其移动时产生一道粒子尾迹。在多次施法使用同一 ID,即可形成在多个位置间平滑移动的连续尾迹。", + "hexcasting.page.manifestation.splinters.hex_trail.2": "位置前后相距若不超过 10 格,即能形成平滑的尾迹,否则尾迹就会直接跳跃到下一个位置。还可为尾迹指定两个颜色,让其在两者间渐变;以及一个持续时间,作为渐变耗时,以刻计。粒子有很多种类型,有些是全新的,有些来自于 Minecraft 原版。部分粒子不可被着色。ID 可用于同时维持多道尾迹,并确保它们各自独立运动。", + "hexcasting.page.manifestation.splinters.hex_trail.3": "输入:$(br)位置:粒子的出现位置/移动目的地。$(br)起始颜色:RGB 向量(0..1),颜色渐变的起点。$(br)结束颜色:RGB 向量(0..1),颜色渐变的终点。$(br)持续时间,颜色渐变耗时,以刻计。$(br)ID:尾迹的标识,是检索尾迹的上一个位置和移动尾迹的抓手。$(br)类型?:可选参数,以数指定粒子样式(默认为 0)。$(br2)", + "hexcasting.page.manifestation.splinters.hex_trail.4": "类型:$(br)0 粉尘缎带$(br)1 火花$(br)2 尾迹$(br)3 闪烁亮斑$(br)4 末地烛$(br)5 女巫烟雾$(br)6 附魔粒子$(br)7 灵魂火火苗$(br)8 光束$(br)9 圆环格网$(br)10 电弧$(br)11 咒术构筑缎带$(br)12 咒术构筑火花$(br)13 咒术构筑尾迹$(br)14 双螺旋", + "hexcasting.page.manifestation.splinters.hex_trail.5": "颜色向量仅会为 0 到 3、8 到 14 粒子着色,4 到 7 粒子使用其自身的颜色。", + "hexcasting.page.manifestation.splinters.particle_scatter": "在多个位置一次性渲染多个粒子。此操作与咒术径迹相互独立,且前者不会在多次施法间保持状态。$(br2)输入:$(br)各位置:列表,每一项都需为向量或 [向量, 颜色向量]。", + "hexcasting.page.manifestation.splinters.particle_scatter.2": "数量:单个位置处的粒子数量(1..4)。$(br2)限制:单次施法最多接受 256 个位置、1024 个粒子。所有向量须在影响范围内。$(br)如需操作大量数据,为保证安全稳定,可将列表分拆到多次施法中去。", + "hexcasting.page.manifestation.splinters.equation_hex_cloud": "使用等式粒子 iota 产生大量粒子效果,从而避免使用大型向量列表。可在等式复合仪中创建此类 iota 。使用 ID 维护位置状态,与咒术径迹类似。", + "hexcasting.page.manifestation.splinters.equation_hex_cloud.2": "输入:$(br)目标:点云创建位置的向量,$(br)或$(br)锚点:跟随的实体中心,$(br)或$(br)锚点 + 偏移:实体中心和偏移向量。$(br)等式:定义点云排布方式和颜色行为的等式粒子 iota。$(br)ID:数,咒术云的标识。", + "hexcasting.page.manifestation.splinters.equation_hex_cloud.3": "可使用同一 ID 平衡移动咒术云。", + "hexcasting.page.manifestation.splinters.spell_circle": "$(br)在世界中投射出坚实的法术环,其上画有所给图案,并在经过给定时间后解体。$(br)$(bold)消耗:1/500 个紫水晶粉。$()", + "hexcasting.page.manifestation.splinters.spell_circle.2": "$(br)输入:$(br)图案:非空图案列表,会显示在法术环上(最多 48 个)。$(br)原点:法术环中心位置向量。$(br)朝向:用于定义法术环所在平面的向量。$(br2)持续时间:法术环的存在时限,以刻计(1..1200)。$(br2)尺寸?:可选参数,数,1..6(默认为 3)。", + "hexcasting.page.manifestation.equation_synth.overview": "等式复合仪会向其中核心写入一个等式粒子 iota。此类 iota 可用于生成大量粒子效果。", + "hexcasting.page.manifestation.equation_synth.usage": "放入一个核心,打开复合仪的 UI,并在其中给出范围、点的数量,以及 x、y、z 的表达式。可配置颜色模式(固定、渐变、表达式),再点击写入,即可将等式写入核心。必须首先持核心右击将其放入复合仪,再手持任意物品打开 UI。空手点击可取出核心。", + "hexcasting.page.manifestation.equation_synth.usage.2": "复合仪给出的 iota 可用于等式咒术云法术以渲染粒子效果。$(br2)使用的咒术云 ID 相同,更新的咒术云也就相同;在循环和自产生程序内使用此法术,即可产生平衡而连续的咒术云动效。$(br2)也可以选择在等式中引入$(bold)时间$()变量,以让咒术云自行随时间改变自身。", + "hexcasting.page.manifestation.hex_box.overview": "咒术宝盒能将核心的内容复制到自身的五个槽位之一,还能把保存的内容复制回空核心。槽位的标签使用核心的名称。", + "hexcasting.page.manifestation.hex_box.usage": "手持核心右击宝盒可将数据复制到宝盒内,持空核心右击则可从中复制。空手交互会轮换槽位。可用探知透镜查看当前选中的槽位及其名称。", + "hexcasting.page.manifestation.mind_vault.overview": "意识宝库能接受剥离下来的村民意识,并保存以供后用。这件仪器的真正创新之处,在于它能消耗村民的精力,以引入使用冷却为代价,换来无限次重复使用村民意识的功能。其缺点在于,一个宝库同一时刻只能容纳同一类、同一级别的村民意识。", + "hexcasting.page.manifestation.intents.store_mind_vault": "宝库的存储限制由第一次存入的村民意识决定,务必慎重。$(br2)接受一个村民实体和宝库所在位置的向量。将村民的意识剥离到宝库中,保存它的意识,并锁定宝库能容纳的意识种类和级别。", + "hexcasting.page.manifestation.mind_vault.read": "接受意识宝库的位置向量,返回 [就绪数量, 总数量]。其中,就绪数量为未在冷却状态的意识总数,总数量为宝库中的意识总数。", + "hexcasting.page.manifestation.contained_splinter.lore": "受束裂片是锚定于盒形物件的一缕脆弱意志。它能容纳一个核心,且能通过裂片施放核心。", + "hexcasting.page.manifestation.contained_splinter.usage": "将裂片施法仪放入法术环,再手持核心右击以放入。在媒质波到达时,施法仪会锁住媒质波,直到它的施法完毕再放行。向施法仪发送红石脉冲可强令其释放媒质波。", + + "hexcasting.tooltip.manifestation.intent_shifter.unlinked": "中转仪:未连接", + "hexcasting.tooltip.manifestation.intent_shifter.linked": "中转仪:已连接", + "hexcasting.tooltip.manifestation.intent_shifter.coords": "目标:%s, %s, %s", + "hexcasting.tooltip.manifestation.intent_shifter.dimension": "维度:%s", + "hexcasting.tooltip.manifestation.hex_reliquary.selected": "咒术宝盒槽位:%s", + "hexcasting.tooltip.manifestation.hex_reliquary.slot_filled": "存储:就绪", + "hexcasting.tooltip.manifestation.hex_reliquary.slot_empty": "存储:空", + "hexcasting.tooltip.manifestation.mind_vault.empty": "意识宝库:空", + "hexcasting.tooltip.manifestation.mind_vault.profile": "意识宝库:%s%s", + "hexcasting.tooltip.manifestation.mind_vault.slot_ready": "槽位%s:就绪", + "hexcasting.tooltip.manifestation.mind_vault.slot_cooldown": "槽位%s:冷却(%s)", + "hexcasting.tooltip.manifestation.mind_vault.item_profile": "存有的意识:%s%s", + "hexcasting.tooltip.manifestation.mind_vault.item_count": "意识存量:%s", + "hexcasting.tooltip.manifestation.mind_vault.level.novice": "新手", + "hexcasting.tooltip.manifestation.mind_vault.level.apprentice": "学徒", + "hexcasting.tooltip.manifestation.mind_vault.level.journeyman": "老手", + "hexcasting.tooltip.manifestation.mind_vault.level.expert": "专家", + "hexcasting.tooltip.manifestation.mind_vault.level.master": "大师", + "tooltip.manifestation.staff.grid_zoom": "咒术网格大小:+50%", + "tooltip.manifestation.staff.empowered_ambit": "影响范围半径:+4", + "tooltip.manifestation.staff.empowered_media": "媒质消耗:-20%", + + "hexcasting.rawhook.manifestation:intent_numeric_input": "构想数字输入框", + "hexcasting.rawhook.manifestation:intent_checkbox": "构想勾选框", + "hexcasting.rawhook.manifestation:intent_select_list": "构想选择列表", + + "hexcasting.mishap.manifestation.requires_caster_will": "显形需要施法者的意志。", + "hexcasting.mishap.manifestation.menu_open_loop": "显形回弹:此菜单重新打开的速度过快。", + "hexcasting.mishap.manifestation.radial_menu_buttons_only": "所有意图都必须为按钮。", + "hexcasting.mishap.manifestation.intent_relay_no_space": "中转仪无法显现在该面;位置已被阻挡,或该面无法支撑中转仪。", + "hexcasting.mishap.manifestation.intent_relay_signal_range": "中转仪的信号强度必须在0到15之间。", + "hexcasting.mishap.manifestation.portal_no_space": "界门无法显现。位置已被占据。", + "hexcasting.mishap.manifestation.permanent_threshold_frame_invalid": "永久性界门需要起终点均具备完整的4x5深板岩环形框架。", + "hexcasting.mishap.manifestation.mind_vault_full": "意识宝库无法容纳更多村民意识了。", + "hexcasting.mishap.manifestation.mind_vault_type_mismatch": "意识宝库只接受符合其要求的村民意识。", + "hexcasting.mishap.manifestation.mind_vault_unavailable": "意识宝库中没有可用的村民意识;所有意识均在冷却。", + "hexcasting.mishap.manifestation.splinter_caster_needs_focus": "裂片施法仪缺少核心。", + "hexcasting.mishap.manifestation.requires_staff_in_hand": "此图案需要手持法杖。", + "hexcasting.mishap.manifestation.requires_memory_crystal_in_hand": "此图案需要手持记忆晶体。", + "hexcasting.mishap.manifestation.memory_id_not_on_crystal": "手持的记忆晶体中不存在该ID的记忆。", + "hexcasting.mishap.manifestation.non_mind_vault_target_vector": "无法向另一个意识宝库剥离意识。这里不是《盗梦空间》。" +}