From 21054ade6658bbed34d355bd16f998db01675c30 Mon Sep 17 00:00:00 2001 From: ChuijkYahus <94828194+ChuijkYahus@users.noreply.github.com> Date: Sat, 26 Jul 2025 04:49:06 +0800 Subject: [PATCH 1/3] HexTweaks HexSkies HexxyDimensions transfer --- .../modrinth-hextweaks/hextweaks/README.md | 1 + .../hextweaks/lang/en_us.json | 78 +++++++++++++++++++ .../hextweaks/lang/zh_cn.json | 78 +++++++++++++++++++ .../modrinth-hexdim/hexdim/lang/en_us.json | 53 +++++++++++++ .../modrinth-hexdim/hexdim/lang/zh_cn.json | 53 +++++++++++++ .../assets/modrinth-hexsky/hexsky/README.md | 1 + .../modrinth-hexsky/hexsky/lang/en_us.json | 76 ++++++++++++++++++ .../modrinth-hexsky/hexsky/packer-policy.json | 6 ++ .../modrinth-hextweaks/hextweaks/README.md | 1 + .../hextweaks/lang/en_us.json | 66 ++++++++++++++++ .../hextweaks/packer-policy.json | 6 ++ .../assets/modrinth-hexsky/hexsky/README.md | 16 ++++ .../modrinth-hexsky/hexsky/lang/en_us.json | 76 ++++++++++++++++++ .../modrinth-hexsky/hexsky/lang/zh_cn.json | 76 ++++++++++++++++++ .../modrinth-hextweaks/hextweaks/README.md | 19 +++++ .../hextweaks/lang/en_us.json | 66 ++++++++++++++++ .../hextweaks/lang/zh_cn.json | 66 ++++++++++++++++ 17 files changed, 738 insertions(+) create mode 100644 projects/1.19/assets/modrinth-hextweaks/hextweaks/README.md create mode 100644 projects/1.19/assets/modrinth-hextweaks/hextweaks/lang/en_us.json create mode 100644 projects/1.19/assets/modrinth-hextweaks/hextweaks/lang/zh_cn.json create mode 100644 projects/1.20-fabric/assets/modrinth-hexdim/hexdim/lang/en_us.json create mode 100644 projects/1.20-fabric/assets/modrinth-hexdim/hexdim/lang/zh_cn.json create mode 100644 projects/1.20-fabric/assets/modrinth-hexsky/hexsky/README.md create mode 100644 projects/1.20-fabric/assets/modrinth-hexsky/hexsky/lang/en_us.json create mode 100644 projects/1.20-fabric/assets/modrinth-hexsky/hexsky/packer-policy.json create mode 100644 projects/1.20-fabric/assets/modrinth-hextweaks/hextweaks/README.md create mode 100644 projects/1.20-fabric/assets/modrinth-hextweaks/hextweaks/lang/en_us.json create mode 100644 projects/1.20-fabric/assets/modrinth-hextweaks/hextweaks/packer-policy.json create mode 100644 projects/1.20/assets/modrinth-hexsky/hexsky/README.md create mode 100644 projects/1.20/assets/modrinth-hexsky/hexsky/lang/en_us.json create mode 100644 projects/1.20/assets/modrinth-hexsky/hexsky/lang/zh_cn.json create mode 100644 projects/1.20/assets/modrinth-hextweaks/hextweaks/README.md create mode 100644 projects/1.20/assets/modrinth-hextweaks/hextweaks/lang/en_us.json create mode 100644 projects/1.20/assets/modrinth-hextweaks/hextweaks/lang/zh_cn.json diff --git a/projects/1.19/assets/modrinth-hextweaks/hextweaks/README.md b/projects/1.19/assets/modrinth-hextweaks/hextweaks/README.md new file mode 100644 index 000000000000..3d3dcb1c2a8f --- /dev/null +++ b/projects/1.19/assets/modrinth-hextweaks/hextweaks/README.md @@ -0,0 +1 @@ +[见主文档](/projects/1.20/assets/modrinth-hextweaks/hextweaks) \ No newline at end of file diff --git a/projects/1.19/assets/modrinth-hextweaks/hextweaks/lang/en_us.json b/projects/1.19/assets/modrinth-hextweaks/hextweaks/lang/en_us.json new file mode 100644 index 000000000000..7ad502748a18 --- /dev/null +++ b/projects/1.19/assets/modrinth-hextweaks/hextweaks/lang/en_us.json @@ -0,0 +1,78 @@ +{ + "hexcasting.spell.hextweaks:nausea": "Nadir of Nausea", + "hextweaks.page.spell.nausea": "Inflicts $(thing)nausea/$. Base cost is one Amethyst Dust per 4 seconds.$(br2)totally not a weed joke $(l:https://discord.com/channels/936370934292549712/1011455473528098857/1098374462333788242)link$(/l)", + + "hextweaks.entry.grand_spells": "Grand Spells", + "hextweaks.entry.grand_spells.desc": "This section contains spells that have truly been lost to time. As such. I can only find small, sparse details about them. Perhaps I'd have better luck $(l:hextweaks:patterns/great_spells/craftgrandscroll)$(action)coaxing them from nature herself/$...", + "hextweaks.entry.mass_mindflay": "Mass Mindflay Rituals", + "hextweaks.entry.mass_mindflay.desc": "Spells that seem to require me to flay minds en masse. I assume I'd need a mass of living media to attempt such a feat.$(br)Villagers, from experience, serve as a good high-density source of media. Minimally-trained villagers contribute minimally to the ritual, with each level they gain doubling their contribution.$(br)It also appears that there is a natural order, with the ones requiring the most sacrifices being performed over lower-cost ones.$(br)It also appears that only one ritual can be performed per cast.", + + "hextweaks.page.spell.craft.grandscroll": "Takes an Ancient Scroll and the position of a Budding Amethyst, and searches for a random Grand Spell.", + "hexcasting.spell.hextweaks:craft/grandscroll": "Natural Search", + + "block.hextweaks.crystallizedbookblock": "Grand Spell Dropper Block", + "item.hextweaks.crystallized_scroll": "Crystallized Scroll", + "item.hextweaks.crystallized_scroll.of": "Crystallized Scroll of %s", + "item.scroll.great_or_better": "A Great Spell's Scroll, or better", + + "hexcasting.spell.hextweaks:grand/reroll": "Reroll Pattern", + "hextweaks.entry.grand.reroll": "Reroll Pattern", + "hextweaks.page.grand.reroll": "I've accrued quite a few Ancient Scrolls I no longer have need for. Fortunately, this spell lets me search the world for new patterns. Unfortunately, I can't do this forever, as its cost scales exponentially... $(br)Takes an Entity (Ancient/Crystallized Scroll), and rerolls the pattern upon it.$(br)Costs 10*1.25^[Number of times I've rerolled] Charged Amethyst.", + + "hexcasting.spell.hextweaks:grand/massbrainsweep": "Mass Mindflay", + "hextweaks.page.grand.massmindflay": "All I've been able to find is that it takes a list of Entities, and another value I may have to figure out myself.$(br)$(l:patterns/great_spells/brainsweep)$(action)I think I have some notes on this./$ However, I should be careful — this feels like too much power to be wielded by one hand.", + "hextweaks.page.mass_mindflay.create_slipway": "Create Slipway", + "hextweaks.page.mass_mindflay.create_slipway.content": "Takes a position which is where the slipway will be created. It must be empty air, otherwise nothing will happen.$(br)Consumes 5 Masters.", + "hextweaks.page.mass_mindflay.destroy_slipway": "Collapse Slipway", + "hextweaks.page.mass_mindflay.destroy_slipway.content": "Takes a position where the slipway is located. $(br)Consumes a Master.", + + "hextweaks.entry.hextweaks_utility": "Hextweaks Utility", + "hextweaks.entry.hextweaks.dict": "Hextweaks Dictionary", + + "hexcasting.spell.hextweaks:page/right": "Progress Gambit", + "hexcasting.spell.hextweaks:page/left": "Regress Gambit", + "hextweaks.page.hextweaks_utility.page/right": "Turns the spellbook that you are holding one page to the right.", + "hextweaks.page.hextweaks_utility.page/left": "Turns the spellbook that you are holding one page to the left.", + + "hexcasting.spell.hextweaks:suicide": "Suspicious Glyph", + "hextweaks.page.spell.suicide": "It appears to be a pattern, I wonder what happens if I cast it", + "death.attack.hextweaks.death.sus": "%s was called sus", + + "hextweaks.iota.dictionary": "{%s}", + "hextweaks.mishap.notadict": "is not a dictionary", + "hextweaks.mishap.cannotbekey": "cannot be a dictionary key", + "hextweaks.mishap.cannotbevalue": "cannot be a dictionary value", + "hextweaks.mishap.dicttoolarge": "%s cannot have a value inserted, as it is too big", + + "note.dictionary.name": "Clerk's ", + "hexcasting.spell.hextweaks:dict/new": "Clerk's Vacant Reflection", + "hexcasting.spell.hextweaks:dict/from": "Clerk's Distillation", + "hexcasting.spell.hextweaks:dict/break": "Clerk's Decomposition", + "hexcasting.spell.hextweaks:dict/size": "Clerk's Abacus Purification", + "hexcasting.spell.hextweaks:dict/set": "Clerk's Integration Exaltation", + "hexcasting.spell.hextweaks:dict/get": "Clerk's Surgeon's Exaltation", + "hexcasting.spell.hextweaks:dict/remove": "Clerk's Excisor's Distillation", + "hexcasting.spell.hextweaks:dict/thoths": "Clerk's Thoth's Gambit", + "hexcasting.spell.hextweaks:dict/break/single": "Clerk's Decomposition II", + + "hexcasting.action.book.hextweaks:dict/new": "Clerk's Vacant Rfln.", + "hexcasting.action.book.hextweaks:dict/size": "Clerk's Abacus Prfn.", + "hexcasting.action.book.hextweaks:dict/set": "Clerk's Integration Exln.", + "hexcasting.action.book.hextweaks:dict/get": "Clerk's Surgeon's Exln.", + "hexcasting.action.book.hextweaks:dict/remove": "Clerk's Excisor's Dstl.", + + "hextweaks.page.hextweaks.dict.info": "Dictionaries are a type of iota added by HexTweaks, similar to a portable akashic record (although limited to 32 indexes).$(br)The type key indicates any type - except dictionaries or lists, as they cannot be used as keys.", + "hextweaks.page.hextweaks.dict.new": "Pushes a new, empty dictionary to the stack.", + "hextweaks.page.hextweaks.dict.from": "Turns two lists into a dictionary. Invalid keys get their values dropped.", + "hextweaks.page.hextweaks.dict.break": "Breaks a dictionary into list of keys and values.", + "hextweaks.page.hextweaks.dict.break.single": "Breaks only the first value, and drops the others.", + "hextweaks.page.hextweaks.dict.size": "Pops a dictionary and returns its size.", + "hextweaks.page.hextweaks.dict.set": "Adds a key/value pair to the dictionary. The dictionary iota remains on the stack.", + "hextweaks.page.hextweaks.dict.get": "Gets a value from the dictionary using a key. The dictionary iota remains on the stack.", + "hextweaks.page.hextweaks.dict.remove": "Removes a key from the dictionary.", + "hextweaks.page.hextweaks.dict.thoths": "A corollary of Thoth's Gambit for dictionaries.$(br) Pushes [key,value] to the top of the stack instead of a single value.", + + + "hexcasting.spell.hextweaks:itter": "Pebbles' Purification", + "hextweaks.page.hextweaks.utility.itter": "Takes a number and returns all numbers 0 to n-1, producing n values. I should be careful as to not flood my stack." +} \ No newline at end of file diff --git a/projects/1.19/assets/modrinth-hextweaks/hextweaks/lang/zh_cn.json b/projects/1.19/assets/modrinth-hextweaks/hextweaks/lang/zh_cn.json new file mode 100644 index 000000000000..aacfaeb0ce23 --- /dev/null +++ b/projects/1.19/assets/modrinth-hextweaks/hextweaks/lang/zh_cn.json @@ -0,0 +1,78 @@ +{ + "hexcasting.spell.hextweaks:nausea": "反胃之西沉", + "hextweaks.page.spell.nausea": "给予$(thing)反胃/$。每 4 秒持续时间的基础消耗为 1 个紫水晶粉。$(br2)完全不是“weed”笑话$(l:https://discord.com/channels/936370934292549712/1011455473528098857/1098374462333788242)链接$(/l)", + + "hextweaks.entry.grand_spells": "卓伟法术", + "hextweaks.entry.grand_spells.desc": "本节记载着真正遗落散尽的法术。正因此,我只能搜寻到少量有关细节,难以知全貌。也许我能到$(l:hextweaks:patterns/great_spells/craftgrandscroll)$(action)自然那里碰碰运气/$……", + "hextweaks.entry.mass_mindflay": "群体剥离意识仪式", + "hextweaks.entry.mass_mindflay.desc": "此处记载着似乎需要大量剥离意识的法术。我认为施放如此宏大的法术,需要极大量的活体媒质。$(br)村民的熟练度是不错的高密度媒质源。交易极少的村民对仪式的贡献也极少,熟练度每增一级贡献就会翻倍。$(br)而且似乎仪式间存在着某种自然顺序,所需较多的仪式会优先于所需较少的仪式执行。$(br)并且每次施法貌似只能执行一次仪式。", + + "hextweaks.page.spell.craft.grandscroll": "接受一份远古卷轴、和一个紫水晶母岩的位置,并随机搜索出一个卓伟法术。", + "hexcasting.spell.hextweaks:craft/grandscroll": "自然搜索", + + "block.hextweaks.crystallizedbookblock": "卓伟法术生成方块", + "item.hextweaks.crystallized_scroll": "晶化卷轴", + "item.hextweaks.crystallized_scroll.of": "%s之晶化卷轴", + "item.scroll.great_or_better": "远古卷轴或更高级的卷轴", + + "hexcasting.spell.hextweaks:grand/reroll": "重骰图案", + "hextweaks.entry.grand.reroll": "重骰图案", + "hextweaks.page.grand.reroll": "没有收集需要的远古卷轴已经堆积如山,好在这个法术能在世界中搜索新图案。可惜我没法永远这么做,不然它的消耗会指数式增长……$(br)接受一个远古卷轴或晶化卷轴实体,并重骰其上图案。$(br)消耗 10 * 1.25 ^ (重骰次数) 个充能紫水晶。", + + "hexcasting.spell.hextweaks:grand/massbrainsweep": "群体剥离意识", + "hextweaks.page.grand.massmindflay": "需要一个由实体组成的列表,还有一个参量应自行推断,我目前就发现这么多了……$(br)$(l:patterns/great_spells/brainsweep)$(action)我应该记下了些相关的笔记。/$即使如此,也务必万分注意,这些法术的力量不像是常人所能掌控的。", + "hextweaks.page.mass_mindflay.create_slipway": "创造质道", + "hextweaks.page.mass_mindflay.create_slipway.content": "接受一个位置向量,并在该位置处创造质道,且该位置需无方块,否则什么都不会发生。$(br)消耗 5 个大师村民。", + "hextweaks.page.mass_mindflay.destroy_slipway": "坍缩质道", + "hextweaks.page.mass_mindflay.destroy_slipway.content": "接受质道位置向量,并将其摧毁。$(br)消耗 1 个大师村民。", + + "hextweaks.entry.hextweaks_utility": "咒法调整:实用", + "hextweaks.entry.hextweaks.dict": "咒法调整:字典", + + "hexcasting.spell.hextweaks:page/right": "页进之策略", + "hexcasting.spell.hextweaks:page/left": "页退之策略", + "hextweaks.page.hextweaks_utility.page/right": "将我所持的法术书向右翻一页。", + "hextweaks.page.hextweaks_utility.page/left": "将我所持的法术书向左翻一页。", + + "hexcasting.spell.hextweaks:suicide": "可疑的图案", + "hextweaks.page.spell.suicide": "似乎是某种图案,真想知道它有什么效果。", + "death.attack.hextweaks.death.sus": "%s被认为相当可疑", + + "hextweaks.iota.dictionary": "{%s}", + "hextweaks.mishap.notadict": "一个字典", + "hextweaks.mishap.cannotbekey": "一个有效字典键", + "hextweaks.mishap.cannotbevalue": "一个有效字典值", + "hextweaks.mishap.dicttoolarge": "%s过大,因此无法新加入键值对", + + "note.dictionary.name": "书记员之", + "hexcasting.spell.hextweaks:dict/new": "书记员空无之精思", + "hexcasting.spell.hextweaks:dict/from": "书记员之馏化", + "hexcasting.spell.hextweaks:dict/break": "书记员之分解", + "hexcasting.spell.hextweaks:dict/size": "书记员算盘之纯化", + "hexcasting.spell.hextweaks:dict/set": "书记员整合之提整", + "hexcasting.spell.hextweaks:dict/get": "书记员外科医师之提整", + "hexcasting.spell.hextweaks:dict/remove": "书记员切除器之馏化", + "hexcasting.spell.hextweaks:dict/thoths": "书记员托特之策略", + "hexcasting.spell.hextweaks:dict/break/single": "书记员之分解,第二型", + + "hexcasting.action.book.hextweaks:dict/new": "书记员空无之精思", + "hexcasting.action.book.hextweaks:dict/size": "书记员算盘之纯化", + "hexcasting.action.book.hextweaks:dict/set": "书记员整合之提整", + "hexcasting.action.book.hextweaks:dict/get": "书记员外科医师之提整", + "hexcasting.action.book.hextweaks:dict/remove": "书记员切除器之馏化", + + "hextweaks.page.hextweaks.dict.info": "字典是咒法调整新增的一种 iota,类似便携式阿卡夏记录,但最多只能包含 32 条记录。$(br)key(键)类型代表除字典和列表外的所有 iota 类型,字典和列表不可出现于字典内。", + "hextweaks.page.hextweaks.dict.new": "压入一个空的新字典。", + "hextweaks.page.hextweaks.dict.from": "将两个列表组合为一个字典,无效键对应的值会被丢弃。", + "hextweaks.page.hextweaks.dict.break": "将一个字典拆解为键列表和值列表。", + "hextweaks.page.hextweaks.dict.break.single": "仅将字典中第一对键值拆出,其余丢弃。", + "hextweaks.page.hextweaks.dict.size": "弹出字典,并返回其大小。", + "hextweaks.page.hextweaks.dict.set": "将键值对加入字典,字典会留在栈内。", + "hextweaks.page.hextweaks.dict.get": "返回字典中键对应的值,字典会留在栈内。", + "hextweaks.page.hextweaks.dict.remove": "从字典中移除键。", + "hextweaks.page.hextweaks.dict.thoths": "适用于字典的托特之策略。$(br)会将键值对分别压入栈顶,而非仅压入值。", + + + "hexcasting.spell.hextweaks:itter": "石子之纯化", + "hextweaks.page.hextweaks.utility.itter": "接受一个数,并返回从 0 开始至 n - 1 的所有数,共计 n 个。务必小心,以免往栈中塞进太多 iota。" +} \ No newline at end of file diff --git a/projects/1.20-fabric/assets/modrinth-hexdim/hexdim/lang/en_us.json b/projects/1.20-fabric/assets/modrinth-hexdim/hexdim/lang/en_us.json new file mode 100644 index 000000000000..19c4a011f27e --- /dev/null +++ b/projects/1.20-fabric/assets/modrinth-hexdim/hexdim/lang/en_us.json @@ -0,0 +1,53 @@ +{ + "hexdim.mishap.invalidenv": "Invalid Casting Environment. Try casting in a different dimension.", + "hexdim.iota.room": "Room Iota", + "hexdim.iota.permissions.execute": "Room Iota with Execute Permissions", + "hexdim.iota.permissions.write": "Room Iota with Write Permissions", + "hexdim.iota.permissions.read": "Room Iota with Read Permissions", + + "hexdim.entry.dim": "Hexxy Dimensions", + "hexdim.page.dim.1": "When I saw $(l:greatwork/the_work)IT$().$(br)I realized it could be shaped by my will.$(br)I just need the right $(l:patterns/great_spells/dimension#hexdim:dim/create)pattern$().$(br)There also appear to be a few new mishaps I can encounter, most of which involve the room not being ready yet or no longer existing.$(br2)$(l)I shouldn't punch the walls for too long - that may draw $(thing)their$(nocolor) attention, resulting in a painful expulsion from the room.$()", + "hexdim.page.dim.2": "To work with this power I have developed a new iota type, which I call a $(thing)room$(). $(br)A room iota appears to give me extensive powers over an extradimensional room, which can be created and manipulated by the spells below. Note that for all of these spells, unless a media cost is specified, there is no cost at all. $(br2)To restrict the powers granted by a given room iota (such as if I want to give partial access to a friend) I have access to three permission settings (R, W, and X) all of which are enabled by default. The R permission allows me to enter the room, the W permission allows me to delete the room, and the X permission allows me to $(l:patterns/great_spells/dimension#hexdim:dim/cast/activate)transfer my casting into the room$(). These permissions can be revoked using $(l:patterns/great_spells/dimension#hexdim:dim/perm/remove)Everett's Authority$().$(br2)(If it wasn't clear, you can \"break\" the walls of a room. Doing so will deal some non-lethal damage and return you to the Overworld.)", + + "hexcasting.action.hexdim:dim/create": "Everett's Exaltation", + "hexdim.page.dim.create": "Creates a new room for me, with the provided width, height, and depth. Costs six Charged Amethyst per block.", + "hexdim.page.dim.create.extend": "When I first make a room it appears I must wait for it to be \"carved\".$(br)I am unable to do anything practical in the room until I let nature carve it out.$(br2)Carving takes place at around 20 blocks per second. I can $(l:patterns/great_spells/dimension#hexdim:dim/time)figure out how many are left$() with a simple pattern.", + + "hexcasting.action.hexdim:dim/kidnap": "Everett's Abduction", + "hexdim.page.dim.kidnap": "You are going to $(m)Brazil$(), $(m)My Domain$(), $(o)T H E F U N Z O N E", + "hexdim.page.dim.kidnap.extend": "Transports the provided entity/entities (willing or otherwise!) to the provided room, at the cost of one Amethyst Shard per entity. $(br)$(o)There is no will save. I should probally prepare countermeasures for if I find myself taken.$()", + + "hexcasting.action.hexdim:dim/cast/activate": "Everett's Environment", + "hexdim.page.dim.cast.activate": "My own personal casting space!", + "hexdim.page.dim.cast.activate.extend": "Mutates my $(thing)casting environment$() for the rest of the current spell, allowing me to cast as though I was located in the provided room. While this effect is active, my $(thing)ambit$() within the room extends to the entirety of the space.$(br)Trying to cast this pattern using a room iota with the X permission disabled, or while the effect is already active, results in a $(thing)Mishap$().$(br)Also, my staff appears to actively conflict with the effect, ignoring it unless I $(l:patterns/meta#hexcasting:eval)execute a spell all at once$().", + + "hexcasting.action.hexdim:dim/cast/deactivate": "Everett's Environment II", + "hexdim.page.dim.cast.deactivate": "Look Ma, two dimensions!", + "hexdim.page.dim.cast.deactivate.extend": "Undoes the current $(l:patterns/great_spells/dimension#hexdim:dim/cast/activate)mutation to my environment$().$(br)This can be useful if, for example, I want to briefly swap to my personal space to access information and then return to casting in my actual location.", + + "hexcasting.action.hexdim:dim/kick": "Everett's Expulsion", + "hexdim.page.dim.kick": "G E T O U T", + "hexdim.page.dim.kick.extend": "Expels entities from a room to the overworld. This will only function if I'm casting from within the room the entities are located in, either physically or via $(l:patterns/great_spells/dimension#hexdim:dim/cast/activate)Everett's Environment$().", + + "hexcasting.action.hexdim:dim/rel/to": "Everett's Relative Prfn.", + "hexdim.page.dim.rel.to": "This should make things easier.", + "hexdim.page.dim.rel.to.extend": "Given a room and an absolute position, this will convert the position to be relative to the northwest corner of the room. Does not affect the Y coordinate of the position.$(br)This may be helpful for determining offsets within a room.", + + "hexcasting.action.hexdim:dim/rel/from": "Everett's Relative Prfn. II", + "hexdim.page.dim.rel.from": "This should also make things easier.", + "hexdim.page.dim.rel.from.extend": "Given a room and a positon relative to the room's northwest corner, this will convert the position to absolute coordinates. Does not affect the Y coordinate of the position.$(br)This may be helpful when accessing block or entities within the room.$(br)Only positive relative offsets will become positions that are actually inside the room. Negative offsets will produce a position in the \"wall\" between rooms.", + + "hexcasting.action.hexdim:dim/pos/set": "Everett's Location", + "hexdim.page.dim.pos.set": "Sets the position you arrive at when you warp into this room, relative to the northwest corner.$(br)Requires W permission on the room.", + + "hexcasting.action.hexdim:dim/perm/remove": "Everett's Authority", + "hexdim.page.dim.perm.remove": "Disables the specified permission for this room iota. 0 refers to R, 1 refers to W, and 2 refers to X.", + + "hexcasting.action.hexdim:dim/time": "Everett's Timing Prfn.", + "hexdim.page.dim.time": "How much longer must I wait?", + "hexdim.page.dim.time.extend": "Given a room iota, tells me the number of blocks remaining to be carved.$(br)This can be used to determine how much progress has been made on carving the room, and how much longer it will take to finish.", + + "hexcasting.action.hexdim:dim/carved": "Everett's Carving Prfn.", + "hexdim.page.dim.carved": "Are we done yet?", + "hexdim.page.dim.carved.extend": "Given a room iota, tells me whether it is finished carving and ready to be used." +} diff --git a/projects/1.20-fabric/assets/modrinth-hexdim/hexdim/lang/zh_cn.json b/projects/1.20-fabric/assets/modrinth-hexdim/hexdim/lang/zh_cn.json new file mode 100644 index 000000000000..0fcdc602c4d0 --- /dev/null +++ b/projects/1.20-fabric/assets/modrinth-hexdim/hexdim/lang/zh_cn.json @@ -0,0 +1,53 @@ +{ + "hexdim.mishap.invalidenv": "施法环境无效。试试看换个维度施法。", + "hexdim.iota.room": "维室iota", + "hexdim.iota.permissions.execute": "具有执行权限的维室iota", + "hexdim.iota.permissions.write": "具有写入权限的维室iota", + "hexdim.iota.permissions.read": "具有读取权限的维室iota", + + "hexdim.entry.dim": "咒法维度", + "hexdim.page.dim.1": "在看到$(l:greatwork/the_work)那样的事物$()时。$(br)我便意识到,我能随我心意将其塑形。$(br)我只是需要正确的$(l:patterns/great_spells/dimension#hexdim:dim/create)图案$()。$(br)我似乎还会遇到几种新事故,大多数都是因为维室未准备好、或是已不再存在。$(br2)$(l)我不应大肆破坏周围的墙壁,不然可能会引起$(thing)它们$(nocolor)的注意,结果就是我被扔出维室$()。", + "hexdim.page.dim.2": "为操作这种力量,我设计了一种新 iota,叫做$(thing)维室$()。$(br)维室 iota 似乎会给予我对某片超维空间强大的控制力,后页的法术就是创建和操纵这片空间的工具。需注意,除非标明媒质消耗量,就无需消耗媒质。$(br2)为限制维室 iota 的操纵功能(比如说只给朋友部分权限),这种 iota 带有 3 种权限设置(R、W、X),默认均启用。R 权限允许进入维室,W 权限允许删除维室,X 权限允许我将$(l:patterns/great_spells/dimension#hexdim:dim/cast/activate)影响范围转移到维室中$()。$(l:patterns/great_spells/dimension#hexdim:dim/perm/remove)埃弗雷特之权限$()可以禁用这些权限。$(br2)(再明确一下,你其实可以“破坏”墙壁,这么做后你会受到非致命伤害,并返回主世界。)", + + "hexcasting.action.hexdim:dim/create": "埃弗雷特之提整", + "hexdim.page.dim.create": "按照给定的长宽高制造一个新维室。每方块消耗 6 个充能紫水晶。", + "hexdim.page.dim.create.extend": "每次新造维室时,似乎必须先等其“雕琢”完毕。$(br)在自然雕琢完毕之前,我无法在其中做任何有实际效果的事。$(br2)雕琢的速度约为每秒 20 个方块。可以用一个简单图案$(l:patterns/great_spells/dimension#hexdim:dim/time)查看还有多少仍待雕琢$()。", + + "hexcasting.action.hexdim:dim/kidnap": "埃弗雷特之劫持", + "hexdim.page.dim.kidnap": "即将前往:$(m)巴西$(),$(m)我的领域$(),$(o)欢 乐 的 地 方", + "hexdim.page.dim.kidnap.extend": "将给定实体(情不情愿都没关系!)送入给定维室,每个实体效果 1 个紫水晶碎片。$(br)$(o)此法术没有效果豁免。最好为我自己被劫持准备些反制手段。$()", + + "hexcasting.action.hexdim:dim/cast/activate": "埃弗雷特之环境", + "hexdim.page.dim.cast.activate": "独属我自己的施法空间!", + "hexdim.page.dim.cast.activate.extend": "在咒术剩下的部分里变换我的$(thing)施法环境$(),如同在给定维室中施放一样。起效后$(thing)影响范围/$会囊括整个维室。$(br)尝试对禁用 X 权限的维室施放,或此法术已起效,则会招致$(thing)事故/$。$(br)此外,我的法杖似乎会主动排斥这种效应,除非$(l:patterns/meta#hexcasting:eval)在同一时刻运行所有/$法术。", + + "hexcasting.action.hexdim:dim/cast/deactivate": "埃弗雷特之环境,第二型", + "hexdim.page.dim.cast.deactivate": "双维度在手!", + "hexdim.page.dim.cast.deactivate.extend": "移除$(l:patterns/great_spells/dimension#hexdim:dim/cast/activate)我施法环境上的变换$()。$(br)如果需要临时换到个人空间获取信息,再返回实际位置施法,这个图案就很有用了。", + + "hexcasting.action.hexdim:dim/kick": "埃弗雷特之驱逐", + "hexdim.page.dim.kick": "滚 出 去", + "hexdim.page.dim.kick.extend": "将实体从维室驱逐到主世界。此法术只在我的施法环境和给定实体同处一个维室时有效,物理上同处、或是通过$(l:patterns/great_spells/dimension#hexdim:dim/cast/activate)埃弗雷特之环境$()同处均可。", + + "hexcasting.action.hexdim:dim/rel/to": "埃弗雷特相对之纯化", + "hexdim.page.dim.rel.to": "应该能让事情更简单些。", + "hexdim.page.dim.rel.to.extend": "给定维室和绝对位置,此图案会将所给位置转换为对所给维室西北角的相对位置。不会改变 Y 坐标。$(br)在计算维室中坐标的时候应该很有用。", + + "hexcasting.action.hexdim:dim/rel/from": "埃弗雷特相对之纯化,二型", + "hexdim.page.dim.rel.from": "应该能让事情更简单些。", + "hexdim.page.dim.rel.from.extend": "给定维室和对其西北角的相对位置,此图案会将所给位置转换为绝对位置。不会改变 Y 坐标。$(br)在访问该维室中方块和实体的时候应该很有用。$(br)正数坐标指向房间内部。负数则对应着维室之间的“墙壁”。", + + "hexcasting.action.hexdim:dim/pos/set": "埃弗雷特之位置", + "hexdim.page.dim.pos.set": "设定传入维室时的目的地,坐标相对西北角。$(br)需要拥有维室的 W 权限。", + + "hexcasting.action.hexdim:dim/perm/remove": "埃弗雷特之权限", + "hexdim.page.dim.perm.remove": "禁用维室的给定权限。0 为 R 权限,1 为 W 权限,2 为 X 权限。", + + "hexcasting.action.hexdim:dim/time": "埃弗雷特计时之纯化", + "hexdim.page.dim.time": "我还要等多久?", + "hexdim.page.dim.time.extend": "接受一个维室,返回仍需雕琢的方块数。$(br)可以用来确定维室的雕琢进度,以及还需多久才能完成。", + + "hexcasting.action.hexdim:dim/carved": "埃弗雷特雕琢之纯化", + "hexdim.page.dim.carved": "我们完成了吗?", + "hexdim.page.dim.carved.extend": "接受一个维室,检验其否已雕琢完毕可供使用。" +} diff --git a/projects/1.20-fabric/assets/modrinth-hexsky/hexsky/README.md b/projects/1.20-fabric/assets/modrinth-hexsky/hexsky/README.md new file mode 100644 index 000000000000..9e8163252705 --- /dev/null +++ b/projects/1.20-fabric/assets/modrinth-hexsky/hexsky/README.md @@ -0,0 +1 @@ +[见主文档](/projects/1.20/assets/modrinth-hexsky/hexsky) \ No newline at end of file diff --git a/projects/1.20-fabric/assets/modrinth-hexsky/hexsky/lang/en_us.json b/projects/1.20-fabric/assets/modrinth-hexsky/hexsky/lang/en_us.json new file mode 100644 index 000000000000..d7974bf73b76 --- /dev/null +++ b/projects/1.20-fabric/assets/modrinth-hexsky/hexsky/lang/en_us.json @@ -0,0 +1,76 @@ +{ + "hexsky.iota.ship": "Ship: \"%s\"", + "hexsky.mishap.invalid": "Ship is Invalid spell because: %s", + "hexsky.mishap.invalid.reason.null": "Ship does not exist!", + + "hexsky.entry.navimancy": "Ship Navimancy", + "hexsky.page.navimancy": "While various biological, mechanical, or otherwise media-infused creations are able to break from the environment, they are either physically restrained or unable to host solid construction. With the helping hand of the Naval Corps, I have devised methods of assembling and controlling portions of the world as rigid, separated objects.", + "hexsky.page.navimancy.terms": "These objects can move untethered, and allow for an enormous range of invention. $(li)$(thing)Ships$() are freely-moving objects which have separated from the world.$(li)$(thing)Force$() is an $(l:patterns/spells/basic#hexcasting:add_motion)impulse$() in a specific direction.$(li)$(thing)Torque$() is akin to Force, but concerns rotation exclusively.$(li)$(thing)Variant$() forces are based on the ship's axes.$(li)$(thing)Invariant$() forces are applied based on the world's.$()", + + "hexsky.entry.complexhex": "Complex Navimancy", + "hexsky.page.complexhex.entry": "In the course of my research, I have found simpler representations of rotation inadequate. As such, I developed patterns that allow for the use of more useful representations of rotation. These patterns are for applying such representations to ships.", + "hexcasting.action.hexsky:ship_rot_quat": "Bearings Purification", + "hexsky.page.complexhex.ship_rot_quat": "Returns a ship's rotation as a $(thing)Quaternion$().", + "hexcasting.action.hexsky:ship_rot_quat_set": "Bearings Distillation", + "hexsky.page.complexhex.ship_rot_quat_set": "Sets a ship's rotation to the provided $(thing)Quaternion$(). The ship must not be cloaked, and the $(thing)Quaternion must be valid.", + + "hexsky.entry.hexal": "Wisp Navimancy", + "hexsky.page.hexal.wisp.entry": "Ships are often difficult for simpler beings to comprehend on their own, so I created these patterns to direct wisps between them.", + "hexcasting.action.hexsky:embark": "Embark", + "hexsky.page.hexal.wisp.embark": "Attaches the wisp to the ship. It must be near. This must be cast by a wisp; trying to cast it through a staff will fail rather spectacularly.", + "hexcasting.action.hexsky:disembark": "Disembark", + "hexsky.page.hexal.wisp.disembark": "Detaches the wisp from a ship. This must be cast by a wisp; trying to cast it through a staff will fail rather spectacularly.", + + "hexsky.entry.moreiotas": "More Navimancy", + "hexsky.page.moreiotas.entry": "Developments in manipulating information justify appropriate ship-related patterns.", + "hexcasting.action.hexsky:ship_slug_get": "Boatwright's Prfn.", + "hexsky.page.moreiotas.ship_slug_get": "Returns the name of a ship.", + "hexcasting.action.hexsky:ship_slug_set": "Boatwright's Dstl.", + "hexsky.page.moreiotas.ship_slug_set": "Sets the name of a ship. The ship must be uncloaked.", + "hexcasting.action.hexsky:world_to_ship_matrix": "Windward Purification", + "hexsky.page.moreiotas.world_to_ship_matrix": "Returns the $(thing)World-to-Ship$() transform matrix of the targeted ship", + "hexcasting.action.hexsky:ship_to_world_matrix": "Leeward Purification", + "hexsky.page.moreiotas.ship_to_world_matrix": "Returns the $(thing)Ship-to-World$() transform matrix of the targeted ship", + + "hexsky.entry.navimancy.basic": "Basic Navimancy", + "hexcasting.action.hexsky:cloak": "Cloaking Purification", + "hexsky.page.navimancy.basic.cloak": "Toggles and returns the state of a ship's cloak. This pattern acts as security for a ship, obscuring new references from being obtained. Exercise caution.", + "hexcasting.action.hexsky:p2s": "Deckhand's Purification", + "hexsky.page.navimancy.basic.p2s": "Takes a position and returns the ship that it corresponds to. Blocked by $(l:patterns/basic_navimancy#hexsky:cloak)Cloak$().", + "hexcasting.action.hexsky:ship_pos": "Ship Compass Prfn.", + "hexsky.page.navimancy.basic.ship_pos": "Analogous to $(l:patterns/basics#hexcasting:entity_pos/eye)Compass Purification$(), but instead returns the position of a ship's Center of Mass.", + "hexcasting.action.hexsky:ship_rot": "Heading Purification", + "hexsky.page.navimancy.basic.ship_rot": "Analogous to $(l:patterns/basics#hexcasting:get_entity_look)Alidade's Purification$(), but instead gets the ship's forward direction", + "hexcasting.action.hexsky:ship_raycast": "Crow's Distillation", + "hexsky.page.navimancy.basic.ship_raycast": "Analogous to $(l:patterns/basics#hexcasting:raycast)Archer's Distillation$(), but instead returns a ship. Blocked by $(l:patterns/basic_navimancy#hexsky:cloak)Cloak$().", + "hexcasting.action.hexsky:zone_ships": "Zone Dstl.: Ship", + "hexsky.page.navimancy.basic.zone_ships": "Analogous to $(l:patterns/entities#hexcasting:zone_entity)Zone Distillation$(), but instead returns a list of ships. Blocked by $(l:patterns/basic_navimancy#hexsky:cloak)Cloak$().", + "hexcasting.action.hexsky:ship_weight": "Tonnage Purification", + "hexsky.page.navimancy.basic.ship_weight": "Takes a ship and returns its total mass.$(br)Forces applied by Hexes are to be multiplied by this number.", + "hexcasting.action.hexsky:ship_scale": "Magnification Prfn.", + "hexsky.page.navimancy.basic.ship_scale": "Takes a ship and returns its current scale.", + "hexcasting.action.hexsky:shiptoworldpos": "Worldly Purification", + "hexsky.page.navimancy.basic.shiptoworldpos": "Takes a position originating from a ship and transforms it into its worldly equivalent.", + "hexcasting.action.hexsky:block_mass": "Deadweight Purification", + "hexsky.page.navimancy.basic.block_mass": "Takes a position of a Block and adds its current mass to the stack.", + + + + "hexsky.entry.navimancy.applied": "Applied Navimancy", + "hexcasting.action.hexsky:assemble": "Assemble", + "hexsky.page.navimancy.applied.assemble": "Takes a list of vectors corresponding to static blocks in the world, and transforms them into a separated free-floating object. Blocks outside of my ambit are ignored.", + "hexcasting.action.hexsky:force_variant": "Helmsman's Push", + "hexsky.page.navimancy.applied.force_variant": "Applies a $(thing)Variant Force$() to the ship in the specified direction", + "hexcasting.action.hexsky:torque_variant": "Helmsman's Twist", + "hexsky.page.navimancy.applied.torque_variant": "Applies a $(thing)Variant Torque$() to the ship in the specified direction", + "hexcasting.action.hexsky:force_invariant": "Nature's Push", + "hexsky.page.navimancy.applied.force_invariant": "Applies an $(thing)Invariant Force$() to the ship in the specified direction", + "hexcasting.action.hexsky:torque_invariant": "Nature's Twist", + "hexsky.page.navimancy.applied.torque_invariant": "Applies an $(thing)Invariant Torque$() to the ship in the specified direction", + "hexcasting.action.hexsky:force_invariant_pos": "Nature's Yeet II", + "hexsky.page.navimancy.applied.force_invariant_pos": "Applies an $(thing)Invariant Force$() to the ship in the specified direction with a specified offset from the $(l:patterns/basic_navimancy#hexsky:ship_pos)Center of Mass$()", + "hexcasting.action.hexsky:force_variant_pos": "Helmsman's Yeet II", + "hexsky.page.navimancy.applied.force_variant_pos": "Applies an $(thing)Variant Force$() to the ship in the specified direction with a specified offset from the $(l:patterns/basic_navimancy#hexsky:ship_pos)Center of Mass$()", + "hexcasting.action.hexsky:ship_scaling": "Nature's Amusement", + "hexsky.page.navimancy.applied.ship_scaling": "Alters the scale of a ship." +} diff --git a/projects/1.20-fabric/assets/modrinth-hexsky/hexsky/packer-policy.json b/projects/1.20-fabric/assets/modrinth-hexsky/hexsky/packer-policy.json new file mode 100644 index 000000000000..96b9756d44b9 --- /dev/null +++ b/projects/1.20-fabric/assets/modrinth-hexsky/hexsky/packer-policy.json @@ -0,0 +1,6 @@ +[ + { + "type": "indirect", + "source": "projects/1.20/assets/modrinth-hexsky/hexsky" + } +] \ No newline at end of file diff --git a/projects/1.20-fabric/assets/modrinth-hextweaks/hextweaks/README.md b/projects/1.20-fabric/assets/modrinth-hextweaks/hextweaks/README.md new file mode 100644 index 000000000000..3d3dcb1c2a8f --- /dev/null +++ b/projects/1.20-fabric/assets/modrinth-hextweaks/hextweaks/README.md @@ -0,0 +1 @@ +[见主文档](/projects/1.20/assets/modrinth-hextweaks/hextweaks) \ No newline at end of file diff --git a/projects/1.20-fabric/assets/modrinth-hextweaks/hextweaks/lang/en_us.json b/projects/1.20-fabric/assets/modrinth-hextweaks/hextweaks/lang/en_us.json new file mode 100644 index 000000000000..59e44b42213d --- /dev/null +++ b/projects/1.20-fabric/assets/modrinth-hextweaks/hextweaks/lang/en_us.json @@ -0,0 +1,66 @@ +{ + "hexcasting.action.hextweaks:grand_spell": "Unknown Grand Spell", + "hexcasting.action.hextweaks:infusion": "Infuse Will", + "hextweaks.page.infusion.1": "Takes a pattern and makes it unique to me by injecting patterns that I cannot draw by hand$(br)also seems to put more power into certain spells", + + "hextweaks.action.lackwill": "The action appears to work but lacks a ", + "hextweaks.action.lackwill.will": "Will", + + "hextweaks.handler.grand": "Grand Spell", + + "death.attack.hextweaks.death.sus": "%s was called sus", + + "hextweaks.entry.interop.cc": "Computercraft", + "hextweaks.page.interop.cc.1": "Thanks to my extensive research I have discovered that I can give the turtles and pocket computers a Mindsplice staff to have them perform menial task in my place", + "hextweaks.page.interop.cc.2": "there also appears to be a new event when a staff is equipped $(o)reveal() which just has a string sent via patterns like reveal.$(br)and $(o)mishap) that contains the mishap's class,the pattern's name, and the hex pattern as string", + "hextweaks.page.interop.cc.3": "Turtles cast as no one and have normal ambit. pocket computers cast as the player holding them. also having full ambit", + + "hextweaks.category.grand_spells.desc": "It appears that there is another layer of spells. I must infuse my will inorder to find them. I will document what I find out about them here", + "hextweaks.category.grand_spells": "Grand Spells", + + "hextweaks.category.grand_spells.mindflay_rituals": "Mass Mindflay Rituals", + "hextweaks.category.grand_spells.mindflay_rituals.desc": "Here I have compiled every rituals known to me.$(br)\"On The Bulk Flaying Of Minds\"$(br)$(br)Seems to operate on a \"Point\" system. with each villager being worth double the previous", + + "hextweaks.entry.patterns.grand.fireball": "Fireball", + "hextweaks.page.patterns.grand.fireball.1": "It is fireball but with double the maximum power", + + "hextweaks.entry.patterns.grand.explode": "Explode", + "hextweaks.page.patterns.grand.explode.1": "It is explosion but with double the maximum power", + + "hextweaks.entry.patterns.grand.mindflay": "Grand Mindflay", + "hextweaks.page.patterns.grand.mindflay.1": "As it's parent would have you believe it takes the will of mobs and puts them in something else.$(br) this version acts in bulk taking a $(br)[entity], vec3|entity -> $(br)and performing various rituals", + + "hextweaks.entry.rituals.slipways": "Create and Collapse Slipways", + "hextweaks.page.rituals.slipways.1": "Create slipway.$(br)[villager (80 points)],wisp -> $(br)takes some villagers and turns the wisp into a slipway", + "hextweaks.page.rituals.slipways.2": "Collapse slipway.$(br)[villager (16 points)],pos -> $(br)takes some villagers and collapses the slipway into 10-20 wandering wisp", + + "hextweaks.entry.rituals.titration": "Titration Time Skip", + "hextweaks.page.rituals.titration.1": "$(br)[villager + witch (8 points per witch)],pos -> $(br)takes some villager and witches and tries to skip 12 hours for each witch sacrificed", + + "hextweaks.entry.rituals.restock": "Restock Trades", + "hextweaks.page.rituals.restock.1": "[Villager (1 point per trade)],Villager$(br)Restocks all of the targeted villagers trades.$(br)Consumes 1 point for each trade offered by the target villager", + + "hextweaks.entry.rituals.reset": "Reset Chunk", + "hextweaks.page.rituals.reset.1": "[Mason (128 points)], Position ->$(br)Starts a ritual to reset a chunk. it takes 30 minutes total (20 stages of 1-minute and 10-minute countdown)$(br)consumes $(o)98304$() quenched shards per stage. The ritual will not start if any entity aside from Mason villagers is present in the input list", + + "hextweaks.entry.hextweaks_utility": "Hextweaks Utility", + "hexcasting.action.hextweaks:page/right": "Progress Gambit", + "hexcasting.action.hextweaks:page/left": "Regress Gambit", + "hextweaks.page.hextweaks_utility.page/right": "Turns the spellbook that your are holding one page to the right", + "hextweaks.page.hextweaks_utility.page/left": "Turns the spellbook that your are holding one page to the left", + + "hexcasting.action.hextweaks:while": "Heket's Gambit", + "hextweaks.page.hextweaks_utility.while": "Removes a pattern list from the stack. Examines (but does not remove) the iota beneath it, and evaluates the pattern list if and only if $(l:patterns/logic#hexcasting:bool_coerce)Augur's Purification$() would respond to that iota with True. Examination and evaluation repeats until the iota would no longer create truth.", + + "hextweaks.entry.hextweaks_pe": "Hextweaks Post Enlightenment", + + "hexcasting.action.hextweaks:wave": "Wave Reflection", + "hextweaks.page.hextweaks_pe.wave": "Returns the posistion of the $(item)Wave$() of media passing through a $(l:greatwork/impetus)Spell Circle$()", + + "hexcasting.action.hextweaks:normal": "Normals reflection", + "hextweaks.page.hextweaks_pe.normal": "Returns the $(item)normal$() of the $(item)slate$() the $(item)Wave$() is on in the $(l:greatwork/impetus)Spell Circle$()", + + "hextweaks.entity.sbe": "Ritual Beacon", + "hextweaks.ritual.reset": "Ritual of Resetting", + "hextweaks.page.hextweaks_utility.sbe": "Gets all Active ritual entities within the specified range$(br)$(br)HexTweaks also makes a mixin so Compass Prfn's no longer do a ambit check" +} \ No newline at end of file diff --git a/projects/1.20-fabric/assets/modrinth-hextweaks/hextweaks/packer-policy.json b/projects/1.20-fabric/assets/modrinth-hextweaks/hextweaks/packer-policy.json new file mode 100644 index 000000000000..4f3845f6a020 --- /dev/null +++ b/projects/1.20-fabric/assets/modrinth-hextweaks/hextweaks/packer-policy.json @@ -0,0 +1,6 @@ +[ + { + "type": "indirect", + "source": "projects/1.20/assets/modrinth-hextweaks/hextweaks" + } +] \ No newline at end of file diff --git a/projects/1.20/assets/modrinth-hexsky/hexsky/README.md b/projects/1.20/assets/modrinth-hexsky/hexsky/README.md new file mode 100644 index 000000000000..efe359d30069 --- /dev/null +++ b/projects/1.20/assets/modrinth-hexsky/hexsky/README.md @@ -0,0 +1,16 @@ +### 总概 + +```mermaid +flowchart LR + 1.20.1 -->|indirect| 1.20.1-fabric +``` + +``` +1.20.1 + └── 1.20.1-fabric +``` + +### 链接区域 + +- [1.20.1](/projects/1.20/assets/modrinth-hexsky/hexsky) +- [1.20.1-fabric](/projects/1.20-fabric/assets/modrinth-hexsky/hexsky) \ No newline at end of file diff --git a/projects/1.20/assets/modrinth-hexsky/hexsky/lang/en_us.json b/projects/1.20/assets/modrinth-hexsky/hexsky/lang/en_us.json new file mode 100644 index 000000000000..d7974bf73b76 --- /dev/null +++ b/projects/1.20/assets/modrinth-hexsky/hexsky/lang/en_us.json @@ -0,0 +1,76 @@ +{ + "hexsky.iota.ship": "Ship: \"%s\"", + "hexsky.mishap.invalid": "Ship is Invalid spell because: %s", + "hexsky.mishap.invalid.reason.null": "Ship does not exist!", + + "hexsky.entry.navimancy": "Ship Navimancy", + "hexsky.page.navimancy": "While various biological, mechanical, or otherwise media-infused creations are able to break from the environment, they are either physically restrained or unable to host solid construction. With the helping hand of the Naval Corps, I have devised methods of assembling and controlling portions of the world as rigid, separated objects.", + "hexsky.page.navimancy.terms": "These objects can move untethered, and allow for an enormous range of invention. $(li)$(thing)Ships$() are freely-moving objects which have separated from the world.$(li)$(thing)Force$() is an $(l:patterns/spells/basic#hexcasting:add_motion)impulse$() in a specific direction.$(li)$(thing)Torque$() is akin to Force, but concerns rotation exclusively.$(li)$(thing)Variant$() forces are based on the ship's axes.$(li)$(thing)Invariant$() forces are applied based on the world's.$()", + + "hexsky.entry.complexhex": "Complex Navimancy", + "hexsky.page.complexhex.entry": "In the course of my research, I have found simpler representations of rotation inadequate. As such, I developed patterns that allow for the use of more useful representations of rotation. These patterns are for applying such representations to ships.", + "hexcasting.action.hexsky:ship_rot_quat": "Bearings Purification", + "hexsky.page.complexhex.ship_rot_quat": "Returns a ship's rotation as a $(thing)Quaternion$().", + "hexcasting.action.hexsky:ship_rot_quat_set": "Bearings Distillation", + "hexsky.page.complexhex.ship_rot_quat_set": "Sets a ship's rotation to the provided $(thing)Quaternion$(). The ship must not be cloaked, and the $(thing)Quaternion must be valid.", + + "hexsky.entry.hexal": "Wisp Navimancy", + "hexsky.page.hexal.wisp.entry": "Ships are often difficult for simpler beings to comprehend on their own, so I created these patterns to direct wisps between them.", + "hexcasting.action.hexsky:embark": "Embark", + "hexsky.page.hexal.wisp.embark": "Attaches the wisp to the ship. It must be near. This must be cast by a wisp; trying to cast it through a staff will fail rather spectacularly.", + "hexcasting.action.hexsky:disembark": "Disembark", + "hexsky.page.hexal.wisp.disembark": "Detaches the wisp from a ship. This must be cast by a wisp; trying to cast it through a staff will fail rather spectacularly.", + + "hexsky.entry.moreiotas": "More Navimancy", + "hexsky.page.moreiotas.entry": "Developments in manipulating information justify appropriate ship-related patterns.", + "hexcasting.action.hexsky:ship_slug_get": "Boatwright's Prfn.", + "hexsky.page.moreiotas.ship_slug_get": "Returns the name of a ship.", + "hexcasting.action.hexsky:ship_slug_set": "Boatwright's Dstl.", + "hexsky.page.moreiotas.ship_slug_set": "Sets the name of a ship. The ship must be uncloaked.", + "hexcasting.action.hexsky:world_to_ship_matrix": "Windward Purification", + "hexsky.page.moreiotas.world_to_ship_matrix": "Returns the $(thing)World-to-Ship$() transform matrix of the targeted ship", + "hexcasting.action.hexsky:ship_to_world_matrix": "Leeward Purification", + "hexsky.page.moreiotas.ship_to_world_matrix": "Returns the $(thing)Ship-to-World$() transform matrix of the targeted ship", + + "hexsky.entry.navimancy.basic": "Basic Navimancy", + "hexcasting.action.hexsky:cloak": "Cloaking Purification", + "hexsky.page.navimancy.basic.cloak": "Toggles and returns the state of a ship's cloak. This pattern acts as security for a ship, obscuring new references from being obtained. Exercise caution.", + "hexcasting.action.hexsky:p2s": "Deckhand's Purification", + "hexsky.page.navimancy.basic.p2s": "Takes a position and returns the ship that it corresponds to. Blocked by $(l:patterns/basic_navimancy#hexsky:cloak)Cloak$().", + "hexcasting.action.hexsky:ship_pos": "Ship Compass Prfn.", + "hexsky.page.navimancy.basic.ship_pos": "Analogous to $(l:patterns/basics#hexcasting:entity_pos/eye)Compass Purification$(), but instead returns the position of a ship's Center of Mass.", + "hexcasting.action.hexsky:ship_rot": "Heading Purification", + "hexsky.page.navimancy.basic.ship_rot": "Analogous to $(l:patterns/basics#hexcasting:get_entity_look)Alidade's Purification$(), but instead gets the ship's forward direction", + "hexcasting.action.hexsky:ship_raycast": "Crow's Distillation", + "hexsky.page.navimancy.basic.ship_raycast": "Analogous to $(l:patterns/basics#hexcasting:raycast)Archer's Distillation$(), but instead returns a ship. Blocked by $(l:patterns/basic_navimancy#hexsky:cloak)Cloak$().", + "hexcasting.action.hexsky:zone_ships": "Zone Dstl.: Ship", + "hexsky.page.navimancy.basic.zone_ships": "Analogous to $(l:patterns/entities#hexcasting:zone_entity)Zone Distillation$(), but instead returns a list of ships. Blocked by $(l:patterns/basic_navimancy#hexsky:cloak)Cloak$().", + "hexcasting.action.hexsky:ship_weight": "Tonnage Purification", + "hexsky.page.navimancy.basic.ship_weight": "Takes a ship and returns its total mass.$(br)Forces applied by Hexes are to be multiplied by this number.", + "hexcasting.action.hexsky:ship_scale": "Magnification Prfn.", + "hexsky.page.navimancy.basic.ship_scale": "Takes a ship and returns its current scale.", + "hexcasting.action.hexsky:shiptoworldpos": "Worldly Purification", + "hexsky.page.navimancy.basic.shiptoworldpos": "Takes a position originating from a ship and transforms it into its worldly equivalent.", + "hexcasting.action.hexsky:block_mass": "Deadweight Purification", + "hexsky.page.navimancy.basic.block_mass": "Takes a position of a Block and adds its current mass to the stack.", + + + + "hexsky.entry.navimancy.applied": "Applied Navimancy", + "hexcasting.action.hexsky:assemble": "Assemble", + "hexsky.page.navimancy.applied.assemble": "Takes a list of vectors corresponding to static blocks in the world, and transforms them into a separated free-floating object. Blocks outside of my ambit are ignored.", + "hexcasting.action.hexsky:force_variant": "Helmsman's Push", + "hexsky.page.navimancy.applied.force_variant": "Applies a $(thing)Variant Force$() to the ship in the specified direction", + "hexcasting.action.hexsky:torque_variant": "Helmsman's Twist", + "hexsky.page.navimancy.applied.torque_variant": "Applies a $(thing)Variant Torque$() to the ship in the specified direction", + "hexcasting.action.hexsky:force_invariant": "Nature's Push", + "hexsky.page.navimancy.applied.force_invariant": "Applies an $(thing)Invariant Force$() to the ship in the specified direction", + "hexcasting.action.hexsky:torque_invariant": "Nature's Twist", + "hexsky.page.navimancy.applied.torque_invariant": "Applies an $(thing)Invariant Torque$() to the ship in the specified direction", + "hexcasting.action.hexsky:force_invariant_pos": "Nature's Yeet II", + "hexsky.page.navimancy.applied.force_invariant_pos": "Applies an $(thing)Invariant Force$() to the ship in the specified direction with a specified offset from the $(l:patterns/basic_navimancy#hexsky:ship_pos)Center of Mass$()", + "hexcasting.action.hexsky:force_variant_pos": "Helmsman's Yeet II", + "hexsky.page.navimancy.applied.force_variant_pos": "Applies an $(thing)Variant Force$() to the ship in the specified direction with a specified offset from the $(l:patterns/basic_navimancy#hexsky:ship_pos)Center of Mass$()", + "hexcasting.action.hexsky:ship_scaling": "Nature's Amusement", + "hexsky.page.navimancy.applied.ship_scaling": "Alters the scale of a ship." +} diff --git a/projects/1.20/assets/modrinth-hexsky/hexsky/lang/zh_cn.json b/projects/1.20/assets/modrinth-hexsky/hexsky/lang/zh_cn.json new file mode 100644 index 000000000000..7e9c0e8effbb --- /dev/null +++ b/projects/1.20/assets/modrinth-hexsky/hexsky/lang/zh_cn.json @@ -0,0 +1,76 @@ +{ + "hexsky.iota.ship": "船只:“%s”", + "hexsky.mishap.invalid": "船只有关法术无效:%s", + "hexsky.mishap.invalid.reason.null": "船只不存在!", + + "hexsky.entry.navimancy": "船只航行术", + "hexsky.page.navimancy": "虽然许多生物性、机械性、媒质融注性构造都能从环境中独立出来,但它们仍受到诸多物理限制,或是无法具有物理实体、无法搭载其他构造。在海军军团的帮助下,我成功地将世界的一部分组装为了刚性的独立物体,且能控制它们。", + "hexsky.page.navimancy.terms": "这些物体的移动不需外物协助,因此具有近乎无限的可塑性。$(li)$(thing)船只$()是独立于世界的、能自由移动的物体。$(li)$(thing)力$()是朝向特定方向的$(l:patterns/spells/basic#hexcasting:add_motion)驱动$()。$(li)$(thing)力矩$()与力类似,但只涉及旋转。$(li)$(thing)相对$()力以船只的轴为参照。$(li)$(thing)绝对$()力则以世界的轴为参照。$()", + + "hexsky.entry.complexhex": "ComplexHex 航行术", + "hexsky.page.complexhex.entry": "我在的研究过程中发现简单的旋转表示方式难以堪用。因此,我开发了适配高效旋转表示方式的图案。它们能够将这些表示方式作用于船只。", + "hexcasting.action.hexsky:ship_rot_quat": "轴承之纯化", + "hexsky.page.complexhex.ship_rot_quat": "将船只的朝向返回为$(thing)四元数$()。", + "hexcasting.action.hexsky:ship_rot_quat_set": "轴承之馏化", + "hexsky.page.complexhex.ship_rot_quat_set": "将船只的朝向设定为所给$(thing)四元数$()。船只的遮篷需被禁用,且$(thing)四元数$()必须有效。", + + "hexsky.entry.hexal": "咒灵航行术", + "hexsky.page.hexal.wisp.entry": "构造更简单的事物常常难以独自理解船只的存在,因此我制造了这些图案,用以在船只处引导咒灵。", + "hexcasting.action.hexsky:embark": "登船", + "hexsky.page.hexal.wisp.embark": "将咒灵连接至船只。咒灵和船只必须足够靠近。此操作必须由咒灵执行,尝试用法杖执行会招致可怖的事故。", + "hexcasting.action.hexsky:disembark": "下船", + "hexsky.page.hexal.wisp.disembark": "解开咒灵和船只的连接。此操作必须由咒灵执行,尝试用法杖执行会招致可怖的事故。", + + "hexsky.entry.moreiotas": "MoreIotas 航行术", + "hexsky.page.moreiotas.entry": "在信息处理方面上的发展带来的是配套的船只图案。", + "hexcasting.action.hexsky:ship_slug_get": "造船工之纯化", + "hexsky.page.moreiotas.ship_slug_get": "返回船只的名称。", + "hexcasting.action.hexsky:ship_slug_set": "造船工之馏化", + "hexsky.page.moreiotas.ship_slug_set": "设置船只的名称。船只的遮篷需被禁用。", + "hexcasting.action.hexsky:world_to_ship_matrix": "迎风之纯化", + "hexsky.page.moreiotas.world_to_ship_matrix": "返回目标船只的$(thing)世界至船只$()变换矩阵。", + "hexcasting.action.hexsky:ship_to_world_matrix": "背风之纯化", + "hexsky.page.moreiotas.ship_to_world_matrix": "返回目标船只的$(thing)船只至世界$()变换矩阵。", + + "hexsky.entry.navimancy.basic": "基础航行术", + "hexcasting.action.hexsky:cloak": "遮篷之纯化", + "hexsky.page.navimancy.basic.cloak": "切换并返回船只的遮篷状态。此图案可用作船只的安全措施,能阻止外部对象获取代表它的 iota。使用需谨慎。", + "hexcasting.action.hexsky:p2s": "甲板水手之纯化", + "hexsky.page.navimancy.basic.p2s": "接受一个位置,返回对应的船只。会被$(l:patterns/basic_navimancy#hexsky:cloak)遮篷$()阻挡。", + "hexcasting.action.hexsky:ship_pos": "船用罗经之纯化", + "hexsky.page.navimancy.basic.ship_pos": "与$(l:patterns/basics#hexcasting:entity_pos/eye)指南针之纯化$()类似,但会返回船只的质心位置。", + "hexcasting.action.hexsky:ship_rot": "航向之纯化", + "hexsky.page.navimancy.basic.ship_rot": "与$(l:patterns/basics#hexcasting:get_entity_look)照准仪之纯化$()类似,但会获取船只的前方方向。", + "hexcasting.action.hexsky:ship_raycast": "瞭望鸦之馏化", + "hexsky.page.navimancy.basic.ship_raycast": "与$(l:patterns/basics#hexcasting:raycast)弓箭手之馏化$()类似,但会返回船只 iota。会被$(l:patterns/basic_navimancy#hexsky:cloak)遮篷$()阻挡。", + "hexcasting.action.hexsky:zone_ships": "区域之馏化:船只", + "hexsky.page.navimancy.basic.zone_ships": "与$(l:patterns/entities#hexcasting:zone_entity)区域之馏化$()类似,但会返回船只 iota 列表。会被$(l:patterns/basic_navimancy#hexsky:cloak)遮篷$()阻挡。", + "hexcasting.action.hexsky:ship_weight": "吨位之纯化", + "hexsky.page.navimancy.basic.ship_weight": "接受一个船只,返回其总质量。$(br)咒术产生的力会乘以此数。", + "hexcasting.action.hexsky:ship_scale": "放大之纯化", + "hexsky.page.navimancy.basic.ship_scale": "接受一个船只,返回其当前缩放倍率。", + "hexcasting.action.hexsky:shiptoworldpos": "世间之纯化", + "hexsky.page.navimancy.basic.shiptoworldpos": "接受一个相对船只的位置,并将其转换为世界位置。", + "hexcasting.action.hexsky:block_mass": "载重之纯化", + "hexsky.page.navimancy.basic.block_mass": "接受一个方块位置,返回其当前质量。", + + + + "hexsky.entry.navimancy.applied": "应用航行术", + "hexcasting.action.hexsky:assemble": "组装", + "hexsky.page.navimancy.applied.assemble": "接受对应世界中静态方块的位置向量列表,将其组装为可自由移动的独立物体。超出我影响范围的方块会被忽略。", + "hexcasting.action.hexsky:force_variant": "舵手之推动", + "hexsky.page.navimancy.applied.force_variant": "沿给定方向对船只施加一个$(thing)相对力$()。", + "hexcasting.action.hexsky:torque_variant": "舵手之扭转", + "hexsky.page.navimancy.applied.torque_variant": "沿给定方向对船只施加一个$(thing)相对力矩$()。", + "hexcasting.action.hexsky:force_invariant": "自然之推动", + "hexsky.page.navimancy.applied.force_invariant": "沿给定方向对船只施加一个$(thing)绝对力$()。", + "hexcasting.action.hexsky:torque_invariant": "自然之扭转", + "hexsky.page.navimancy.applied.torque_invariant": "沿给定方向对船只施加一个$(thing)绝对力矩$()。", + "hexcasting.action.hexsky:force_invariant_pos": "自然之掷抛,第二型", + "hexsky.page.navimancy.applied.force_invariant_pos": "沿给定方向对船只施加一个$(thing)绝对力$(),根据相对$(l:patterns/basic_navimancy#hexsky:ship_pos)质心$()位置的偏移向量移动作用点。", + "hexcasting.action.hexsky:force_variant_pos": "舵手之掷抛,第二型", + "hexsky.page.navimancy.applied.force_variant_pos": "沿给定方向对船只施加一个$(thing)相对力$(),根据相对$(l:patterns/basic_navimancy#hexsky:ship_pos)质心$()位置的偏移向量移动作用点。", + "hexcasting.action.hexsky:ship_scaling": "自然之欢愉", + "hexsky.page.navimancy.applied.ship_scaling": "更改船只的缩放倍率。" +} \ No newline at end of file diff --git a/projects/1.20/assets/modrinth-hextweaks/hextweaks/README.md b/projects/1.20/assets/modrinth-hextweaks/hextweaks/README.md new file mode 100644 index 000000000000..e1799fe9b90c --- /dev/null +++ b/projects/1.20/assets/modrinth-hextweaks/hextweaks/README.md @@ -0,0 +1,19 @@ +### 总概 + +```mermaid +flowchart LR + 1.20.1 -->|indirect| 1.20.1-fabric + 1.19.2 +``` + +``` +1.20.1 + └── 1.20.1-fabric +1.19.2 +``` + +### 链接区域 + +- [1.19.2](/projects/1.19/assets/modrinth-hextweaks/hextweaks) +- [1.20.1](/projects/1.20/assets/modrinth-hextweaks/hextweaks) +- [1.20.1-fabric](/projects/1.20-fabric/assets/modrinth-hextweaks/hextweaks) \ No newline at end of file diff --git a/projects/1.20/assets/modrinth-hextweaks/hextweaks/lang/en_us.json b/projects/1.20/assets/modrinth-hextweaks/hextweaks/lang/en_us.json new file mode 100644 index 000000000000..59e44b42213d --- /dev/null +++ b/projects/1.20/assets/modrinth-hextweaks/hextweaks/lang/en_us.json @@ -0,0 +1,66 @@ +{ + "hexcasting.action.hextweaks:grand_spell": "Unknown Grand Spell", + "hexcasting.action.hextweaks:infusion": "Infuse Will", + "hextweaks.page.infusion.1": "Takes a pattern and makes it unique to me by injecting patterns that I cannot draw by hand$(br)also seems to put more power into certain spells", + + "hextweaks.action.lackwill": "The action appears to work but lacks a ", + "hextweaks.action.lackwill.will": "Will", + + "hextweaks.handler.grand": "Grand Spell", + + "death.attack.hextweaks.death.sus": "%s was called sus", + + "hextweaks.entry.interop.cc": "Computercraft", + "hextweaks.page.interop.cc.1": "Thanks to my extensive research I have discovered that I can give the turtles and pocket computers a Mindsplice staff to have them perform menial task in my place", + "hextweaks.page.interop.cc.2": "there also appears to be a new event when a staff is equipped $(o)reveal() which just has a string sent via patterns like reveal.$(br)and $(o)mishap) that contains the mishap's class,the pattern's name, and the hex pattern as string", + "hextweaks.page.interop.cc.3": "Turtles cast as no one and have normal ambit. pocket computers cast as the player holding them. also having full ambit", + + "hextweaks.category.grand_spells.desc": "It appears that there is another layer of spells. I must infuse my will inorder to find them. I will document what I find out about them here", + "hextweaks.category.grand_spells": "Grand Spells", + + "hextweaks.category.grand_spells.mindflay_rituals": "Mass Mindflay Rituals", + "hextweaks.category.grand_spells.mindflay_rituals.desc": "Here I have compiled every rituals known to me.$(br)\"On The Bulk Flaying Of Minds\"$(br)$(br)Seems to operate on a \"Point\" system. with each villager being worth double the previous", + + "hextweaks.entry.patterns.grand.fireball": "Fireball", + "hextweaks.page.patterns.grand.fireball.1": "It is fireball but with double the maximum power", + + "hextweaks.entry.patterns.grand.explode": "Explode", + "hextweaks.page.patterns.grand.explode.1": "It is explosion but with double the maximum power", + + "hextweaks.entry.patterns.grand.mindflay": "Grand Mindflay", + "hextweaks.page.patterns.grand.mindflay.1": "As it's parent would have you believe it takes the will of mobs and puts them in something else.$(br) this version acts in bulk taking a $(br)[entity], vec3|entity -> $(br)and performing various rituals", + + "hextweaks.entry.rituals.slipways": "Create and Collapse Slipways", + "hextweaks.page.rituals.slipways.1": "Create slipway.$(br)[villager (80 points)],wisp -> $(br)takes some villagers and turns the wisp into a slipway", + "hextweaks.page.rituals.slipways.2": "Collapse slipway.$(br)[villager (16 points)],pos -> $(br)takes some villagers and collapses the slipway into 10-20 wandering wisp", + + "hextweaks.entry.rituals.titration": "Titration Time Skip", + "hextweaks.page.rituals.titration.1": "$(br)[villager + witch (8 points per witch)],pos -> $(br)takes some villager and witches and tries to skip 12 hours for each witch sacrificed", + + "hextweaks.entry.rituals.restock": "Restock Trades", + "hextweaks.page.rituals.restock.1": "[Villager (1 point per trade)],Villager$(br)Restocks all of the targeted villagers trades.$(br)Consumes 1 point for each trade offered by the target villager", + + "hextweaks.entry.rituals.reset": "Reset Chunk", + "hextweaks.page.rituals.reset.1": "[Mason (128 points)], Position ->$(br)Starts a ritual to reset a chunk. it takes 30 minutes total (20 stages of 1-minute and 10-minute countdown)$(br)consumes $(o)98304$() quenched shards per stage. The ritual will not start if any entity aside from Mason villagers is present in the input list", + + "hextweaks.entry.hextweaks_utility": "Hextweaks Utility", + "hexcasting.action.hextweaks:page/right": "Progress Gambit", + "hexcasting.action.hextweaks:page/left": "Regress Gambit", + "hextweaks.page.hextweaks_utility.page/right": "Turns the spellbook that your are holding one page to the right", + "hextweaks.page.hextweaks_utility.page/left": "Turns the spellbook that your are holding one page to the left", + + "hexcasting.action.hextweaks:while": "Heket's Gambit", + "hextweaks.page.hextweaks_utility.while": "Removes a pattern list from the stack. Examines (but does not remove) the iota beneath it, and evaluates the pattern list if and only if $(l:patterns/logic#hexcasting:bool_coerce)Augur's Purification$() would respond to that iota with True. Examination and evaluation repeats until the iota would no longer create truth.", + + "hextweaks.entry.hextweaks_pe": "Hextweaks Post Enlightenment", + + "hexcasting.action.hextweaks:wave": "Wave Reflection", + "hextweaks.page.hextweaks_pe.wave": "Returns the posistion of the $(item)Wave$() of media passing through a $(l:greatwork/impetus)Spell Circle$()", + + "hexcasting.action.hextweaks:normal": "Normals reflection", + "hextweaks.page.hextweaks_pe.normal": "Returns the $(item)normal$() of the $(item)slate$() the $(item)Wave$() is on in the $(l:greatwork/impetus)Spell Circle$()", + + "hextweaks.entity.sbe": "Ritual Beacon", + "hextweaks.ritual.reset": "Ritual of Resetting", + "hextweaks.page.hextweaks_utility.sbe": "Gets all Active ritual entities within the specified range$(br)$(br)HexTweaks also makes a mixin so Compass Prfn's no longer do a ambit check" +} \ No newline at end of file diff --git a/projects/1.20/assets/modrinth-hextweaks/hextweaks/lang/zh_cn.json b/projects/1.20/assets/modrinth-hextweaks/hextweaks/lang/zh_cn.json new file mode 100644 index 000000000000..24fe0bfe678f --- /dev/null +++ b/projects/1.20/assets/modrinth-hextweaks/hextweaks/lang/zh_cn.json @@ -0,0 +1,66 @@ +{ + "hexcasting.action.hextweaks:grand_spell": "未知卓伟法术", + "hexcasting.action.hextweaks:infusion": "融注意志", + "hextweaks.page.infusion.1": "接受一个图案,并以此生成一个无法手动绘制的、因人而异的图案。$(br)似乎会给予某些法术更多能量。", + + "hextweaks.action.lackwill": "此操作似乎有用,但缺少了", + "hextweaks.action.lackwill.will": "的意志", + + "hextweaks.handler.grand": "卓伟法术", + + "death.attack.hextweaks.death.sus": "%s被认为相当可疑", + + "hextweaks.entry.interop.cc": "ComputerCraft", + "hextweaks.page.interop.cc.1": "我进行了大量研究,最终发现我可以给海龟和掌上电脑配备一杆制念法杖,以让它们替我执行些琐事。", + "hextweaks.page.interop.cc.2": "它们持有法杖时还有一些新事件(event)可用。$(o)reveal$() 会像揭示那样通过图案返回字符串。$(br)$(o)mishap$() 则会包含事故的类名、图案的名称,以及字符串形式的咒术图案。", + "hextweaks.page.interop.cc.3": "海龟的施法不具有施法者,影响范围正常。掌上电脑施法的施法者为手持它的玩家,影响范围同样正常。", + + "hextweaks.category.grand_spells.desc": "似乎法术还有另一个层次,必须向其中融注意志才能找到它们。我会将我找到的法术记录在此。", + "hextweaks.category.grand_spells": "卓伟法术", + + "hextweaks.category.grand_spells.mindflay_rituals": "群体剥离意识仪式", + "hextweaks.category.grand_spells.mindflay_rituals.desc": "这里是我所知的所有仪式。$(br)“关于意识的群体剥离”$(br)$(br)这些仪式似乎依照某种“点数”系统运作,村民熟练度每增一级,点数贡献就会翻倍。", + + "hextweaks.entry.patterns.grand.fireball": "火球", + "hextweaks.page.patterns.grand.fireball.1": "与火球类似,但强度上限变为了 2 倍。", + + "hextweaks.entry.patterns.grand.explode": "爆炸", + "hextweaks.page.patterns.grand.explode.1": "与爆炸类似,但强度上限变为了 2 倍。", + + "hextweaks.entry.patterns.grand.mindflay": "卓伟剥离意识", + "hextweaks.page.patterns.grand.mindflay.1": "和前人讲述的一样,此法术会剥离生物的意识并存入其他事物。$(br)这一版本的法术能够批量剥离,接受$(br)[entity], vec3|entity -> $(br)而后以此执行各种仪式", + + "hextweaks.entry.rituals.slipways": "创造与坍缩质道", + "hextweaks.page.rituals.slipways.1": "创造一个质道。$(br)[村民(80 点)], 咒灵 -> $(br)接受一些村民,并将目标咒灵变为质道。", + "hextweaks.page.rituals.slipways.2": "坍缩一个质道。$(br)[村民(16 点)], pos -> $(br)接受一些村民,并将质道坍缩为 10 到 20 个游走咒灵。", + + "hextweaks.entry.rituals.titration": "定量时间跳跃", + "hextweaks.page.rituals.titration.1": "$(br)[村民 + 女巫(每个 8 点)], pos -> $(br)接受一些村民和女巫,每献祭一个女巫,即尝试向前跳过 12 小时的时间。", + + "hextweaks.entry.rituals.restock": "交易补货", + "hextweaks.page.rituals.restock.1": "[村民(每项交易 1 点)], 村民 ->$(br)为目标村民的所有交易补货。$(br)目标村民每有 1 项交易,即消耗 1 点点数。", + + "hextweaks.entry.rituals.reset": "重置区块", + "hextweaks.page.rituals.reset.1": "[石匠(128 点)], pos ->$(br)启动重置区块的仪式。此仪式共需花费 30 分钟,分为 20 个 1 分钟阶段和 10 分钟冷却。$(br)每个阶段消耗 $(o)98304$() 个淬灵晶。送入的列表中若存在不是石匠村民的实体,仪式便不会启动。", + + "hextweaks.entry.hextweaks_utility": "咒法调整:实用", + "hexcasting.action.hextweaks:page/right": "页进之策略", + "hexcasting.action.hextweaks:page/left": "页退之策略", + "hextweaks.page.hextweaks_utility.page/right": "将我所持的法术书向右翻一页。", + "hextweaks.page.hextweaks_utility.page/left": "将我所持的法术书向左翻一页。", + + "hexcasting.action.hextweaks:while": "海奎特之策略", + "hextweaks.page.hextweaks_utility.while": "移除栈顶的图案列表。检视而不移除其下方的 iota,并运行被移除的图案列表,当且仅当$(l:patterns/logic#hexcasting:bool_coerce)占卜师之纯化$()会对被检视的 iota 返回 True。检视和运行会一直持续,直至被检视的 iota 不再返回 True。", + + "hextweaks.entry.hextweaks_pe": "咒法调整:启迪之后", + + "hexcasting.action.hextweaks:wave": "波之精思", + "hextweaks.page.hextweaks_pe.wave": "返回$(l:greatwork/impetus)法术环$()中$(item)媒质波$()的未知。", + + "hexcasting.action.hextweaks:normal": "法向之精思", + "hextweaks.page.hextweaks_pe.normal": "返回$(l:greatwork/impetus)法术环$()中$(item)媒质波$()所处$(item)石板$()的$(item)法向量$()。", + + "hextweaks.entity.sbe": "仪式信标", + "hextweaks.ritual.reset": "重置仪式", + "hextweaks.page.hextweaks_utility.sbe": "获取范围内所有已启动的仪式实体。$(br)$(br)咒法拓展还通过 Mixin 让指南针之纯化不再检查影响范围。" +} \ No newline at end of file From 1f2efdcb5f5bae515090916da62201099b0cd67d Mon Sep 17 00:00:00 2001 From: ChuijkYahus <94828194+ChuijkYahus@users.noreply.github.com> Date: Mon, 12 Jan 2026 04:38:37 +0800 Subject: [PATCH 2/3] =?UTF-8?q?HexxySkies=20update=EF=BC=9A=E5=AE=98?= =?UTF-8?q?=E5=BA=93=E6=9B=B4=E6=96=B0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../modrinth-hexsky/hexsky/lang/en_us.json | 150 ++++++++++-------- .../modrinth-hexsky/hexsky/lang/en_us.json | 150 ++++++++++-------- .../modrinth-hexsky/hexsky/lang/zh_cn.json | 148 +++++++++-------- 3 files changed, 248 insertions(+), 200 deletions(-) diff --git a/projects/1.20-fabric/assets/modrinth-hexsky/hexsky/lang/en_us.json b/projects/1.20-fabric/assets/modrinth-hexsky/hexsky/lang/en_us.json index d7974bf73b76..ef55274cda0f 100644 --- a/projects/1.20-fabric/assets/modrinth-hexsky/hexsky/lang/en_us.json +++ b/projects/1.20-fabric/assets/modrinth-hexsky/hexsky/lang/en_us.json @@ -1,76 +1,92 @@ { - "hexsky.iota.ship": "Ship: \"%s\"", - "hexsky.mishap.invalid": "Ship is Invalid spell because: %s", - "hexsky.mishap.invalid.reason.null": "Ship does not exist!", + "hexxyskies.iota.ship": "Ship: \"%s\"", - "hexsky.entry.navimancy": "Ship Navimancy", - "hexsky.page.navimancy": "While various biological, mechanical, or otherwise media-infused creations are able to break from the environment, they are either physically restrained or unable to host solid construction. With the helping hand of the Naval Corps, I have devised methods of assembling and controlling portions of the world as rigid, separated objects.", - "hexsky.page.navimancy.terms": "These objects can move untethered, and allow for an enormous range of invention. $(li)$(thing)Ships$() are freely-moving objects which have separated from the world.$(li)$(thing)Force$() is an $(l:patterns/spells/basic#hexcasting:add_motion)impulse$() in a specific direction.$(li)$(thing)Torque$() is akin to Force, but concerns rotation exclusively.$(li)$(thing)Variant$() forces are based on the ship's axes.$(li)$(thing)Invariant$() forces are applied based on the world's.$()", + "hexcasting.mishap.invalid_value.class.ship": "a ship", + "hexcasting.mishap.invalid_value.class.entity.ship": "an entity or ship", + "hexcasting.mishap.invalid_value.class.list.vec": "a list of vectors", + "hexcasting.mishap.invalid_value.class.list.vec.empty": "a non-empty list of block positions that also are not empty", + "hexxyskies.mishap.invalid.ship.pos": "Invalid Position! This position is not on a Ship!", + "hexxyskies.mishap.invalid.ship.unloaded": "Invalid Ship! This Ship is not loaded!", + "hexcasting.mishap.ship_too_far": "Invalid Ship! The Ship \"%s\" is too far away!", - "hexsky.entry.complexhex": "Complex Navimancy", - "hexsky.page.complexhex.entry": "In the course of my research, I have found simpler representations of rotation inadequate. As such, I developed patterns that allow for the use of more useful representations of rotation. These patterns are for applying such representations to ships.", - "hexcasting.action.hexsky:ship_rot_quat": "Bearings Purification", - "hexsky.page.complexhex.ship_rot_quat": "Returns a ship's rotation as a $(thing)Quaternion$().", - "hexcasting.action.hexsky:ship_rot_quat_set": "Bearings Distillation", - "hexsky.page.complexhex.ship_rot_quat_set": "Sets a ship's rotation to the provided $(thing)Quaternion$(). The ship must not be cloaked, and the $(thing)Quaternion must be valid.", + "hexxyskies.entry.navimancy.basics": "Navimancy 101", + "hexxyskies.page.basics.navimancy.intro": "While various biological, mechanical, or otherwise media-infused creations are able to break from the environment, they are either physically restrained or unable to host solid construction. With the helping hand of the Naval Corps, I have devised methods of assembling and controlling portions of the world as rigid, separated physics objects called $(thing)Ships$().", + "hexxyskies.title.basics.navimancy.space": "Reference Spaces", + "hexxyskies.page.basics.navimancy.space.world": "$(thing)World Space$() is the playable area where $(thing)Ships$() are rendered and interacted with. Any forces or torques applied in $(thing)World Space$() are considered global and will affect the $(thing)Ships$() regardless of orientation or scale. Any offset is calculated from the $(l:patterns/navimancy#hexxyskies:com/world)Center of Mass$() in $(thing)World Space$().", + "hexxyskies.page.basics.navimancy.space.model_body": "$(thing)Shipyard or Model Space$() is where the $(thing)Ships$() actually exist and are referenced from. Any forces or torques applied in $(thing)Model Space$() are considered local and will affect the $(thing)Ships$() depending on their orientation and scale. Any offset is calculated from the $(l:patterns/navimancy#hexxyskies:com/model)Center of Mass$() in $(thing)Model Space$().$(br2)$(thing)Body Space$() is similar to $(thing)Model Space$() but its Center of Mass is always (0, 0, 0).", + "hexxyskies.title.basics.navimancy.forces_torques": "Forces and Torques", + "hexxyskies.page.basics.navimancy.forces_torques": "$(thing)Forces$() are linear pushes or pulls applied to a $(thing)Ship$() at a given position offset from the Center of Mass in a given reference space.$(br2)$(thing)Torques$() are rotational pushes or pulls applied to a $(thing)Ship$() at a given position offset from the Center of Mass in a given reference space.", - "hexsky.entry.hexal": "Wisp Navimancy", - "hexsky.page.hexal.wisp.entry": "Ships are often difficult for simpler beings to comprehend on their own, so I created these patterns to direct wisps between them.", - "hexcasting.action.hexsky:embark": "Embark", - "hexsky.page.hexal.wisp.embark": "Attaches the wisp to the ship. It must be near. This must be cast by a wisp; trying to cast it through a staff will fail rather spectacularly.", - "hexcasting.action.hexsky:disembark": "Disembark", - "hexsky.page.hexal.wisp.disembark": "Detaches the wisp from a ship. This must be cast by a wisp; trying to cast it through a staff will fail rather spectacularly.", + "hexxyskies.entry.navimancy.interop.complexhex": "Complex Navimancy", + "hexcasting.action.hexxyskies:id": "Identification Prfn.", + "hexxyskies.page.navimancy.interop.complexhex.id": "Returns the $(thing)Ship$()'s ID as a $(thing)Long$().", + "hexcasting.action.hexxyskies:rot/quaternion": "Bearings Purification II", + "hexxyskies.page.navimancy.interop.complexhex.rot.quaternion": "Returns the $(thing)Ship$()'s orientation as a $(thing)Quaternion$().", - "hexsky.entry.moreiotas": "More Navimancy", - "hexsky.page.moreiotas.entry": "Developments in manipulating information justify appropriate ship-related patterns.", - "hexcasting.action.hexsky:ship_slug_get": "Boatwright's Prfn.", - "hexsky.page.moreiotas.ship_slug_get": "Returns the name of a ship.", - "hexcasting.action.hexsky:ship_slug_set": "Boatwright's Dstl.", - "hexsky.page.moreiotas.ship_slug_set": "Sets the name of a ship. The ship must be uncloaked.", - "hexcasting.action.hexsky:world_to_ship_matrix": "Windward Purification", - "hexsky.page.moreiotas.world_to_ship_matrix": "Returns the $(thing)World-to-Ship$() transform matrix of the targeted ship", - "hexcasting.action.hexsky:ship_to_world_matrix": "Leeward Purification", - "hexsky.page.moreiotas.ship_to_world_matrix": "Returns the $(thing)Ship-to-World$() transform matrix of the targeted ship", + "hexxyskies.entry.navimancy.interop.hexal": "Hexal Navimancy", + "hexcasting.action.hexxyskies:embark": "Embark", + "hexxyskies.page.navimancy.interop.hexal.embark": "Moves the casting Wisp into $(l:basics/navimancy#hexxyskies:page/space/model_body)Model Space$().", + "hexcasting.action.hexxyskies:disembark": "Disembark", + "hexxyskies.page.navimancy.interop.hexal.disembark": "Moves the casting Wisp into $(l:basics/navimancy#hexxyskies:page/space/world)World Space$().", - "hexsky.entry.navimancy.basic": "Basic Navimancy", - "hexcasting.action.hexsky:cloak": "Cloaking Purification", - "hexsky.page.navimancy.basic.cloak": "Toggles and returns the state of a ship's cloak. This pattern acts as security for a ship, obscuring new references from being obtained. Exercise caution.", - "hexcasting.action.hexsky:p2s": "Deckhand's Purification", - "hexsky.page.navimancy.basic.p2s": "Takes a position and returns the ship that it corresponds to. Blocked by $(l:patterns/basic_navimancy#hexsky:cloak)Cloak$().", - "hexcasting.action.hexsky:ship_pos": "Ship Compass Prfn.", - "hexsky.page.navimancy.basic.ship_pos": "Analogous to $(l:patterns/basics#hexcasting:entity_pos/eye)Compass Purification$(), but instead returns the position of a ship's Center of Mass.", - "hexcasting.action.hexsky:ship_rot": "Heading Purification", - "hexsky.page.navimancy.basic.ship_rot": "Analogous to $(l:patterns/basics#hexcasting:get_entity_look)Alidade's Purification$(), but instead gets the ship's forward direction", - "hexcasting.action.hexsky:ship_raycast": "Crow's Distillation", - "hexsky.page.navimancy.basic.ship_raycast": "Analogous to $(l:patterns/basics#hexcasting:raycast)Archer's Distillation$(), but instead returns a ship. Blocked by $(l:patterns/basic_navimancy#hexsky:cloak)Cloak$().", - "hexcasting.action.hexsky:zone_ships": "Zone Dstl.: Ship", - "hexsky.page.navimancy.basic.zone_ships": "Analogous to $(l:patterns/entities#hexcasting:zone_entity)Zone Distillation$(), but instead returns a list of ships. Blocked by $(l:patterns/basic_navimancy#hexsky:cloak)Cloak$().", - "hexcasting.action.hexsky:ship_weight": "Tonnage Purification", - "hexsky.page.navimancy.basic.ship_weight": "Takes a ship and returns its total mass.$(br)Forces applied by Hexes are to be multiplied by this number.", - "hexcasting.action.hexsky:ship_scale": "Magnification Prfn.", - "hexsky.page.navimancy.basic.ship_scale": "Takes a ship and returns its current scale.", - "hexcasting.action.hexsky:shiptoworldpos": "Worldly Purification", - "hexsky.page.navimancy.basic.shiptoworldpos": "Takes a position originating from a ship and transforms it into its worldly equivalent.", - "hexcasting.action.hexsky:block_mass": "Deadweight Purification", - "hexsky.page.navimancy.basic.block_mass": "Takes a position of a Block and adds its current mass to the stack.", + "hexxyskies.entry.navimancy.interop.hexical": "Hexical Navimancy", + "hexxyskies.page.navimancy.interop.hexical.assemble": "Takes a mesh and creates a $(thing)Ship$() from its points. All positions must be in ambit. The cost is one shard per position.", + "hexxyskies.entry.navimancy.interop.hexodus": "Hexodus Navimancy", + "hexxyskies.entry.navimancy.interop.hexodus.change_gravity": "Takes a $(thing)Ship$(), an axial vector for new gravity, and a strength scalar relative to standard pull.", + "hexxyskies.entry.navimancy.interop.hexodus.get_duration": "Pushes the remaining twentieths of a second that $(l:interop/hexodus_navimancy#hexodus:change_gravity)$(action)Gravitate$() will affect a $(thing)Ship$(). Zero if the $(thing)Ship$() is not under the effects of $(l:interop/hexodus_navimancy#hexodus:change_gravity)$(action)Gravitate$().", + "hexxyskies.entry.navimancy.interop.hexodus.get_direction": "Pushes the direction that $(l:interop/hexodus_navimancy#hexodus:change_gravity)$(action)Gravitate$() is attempting to drag a $(thing)Ship$(), or $(l:casting/influences)$(thing)Null$() if the $(thing)Ship$() is not under the effects of $(l:interop/hexodus_navimancy#hexodus:change_gravity)$(action)Gravitate$().", + "hexxyskies.entry.navimancy.interop.hexodus.get_strength": "Pushes the scaling factor of $(l:interop/hexodus_navimancy#hexodus:change_gravity)$(action)Gravitate$()'s gravity compared to baseline, or $(l:casting/influences)$(thing)Null$() if the $(thing)Ship$() is not under the effects of $(l:interop/hexodus_navimancy#hexodus:change_gravity)$(action)Gravitate$().", + "hexxyskies.entry.navimancy.interop.hexodus.get_true_direction": "Pushes the direction of $(thing)Gravity$() acting on a $(thing)Ship$().", + "hexxyskies.entry.navimancy.interop.hexodus.get_true_strength": "Pushes strength of $(thing)Gravity$() acting on a $(thing)Ship$() compared to baseline.", + "hexxyskies.entry.navimancy.interop.moreiotas": "More Navimancy", + "hexcasting.action.hexxyskies:slug": "Boatwright's Prfn.", + "hexxyskies.page.navimancy.interop.moreiotas.slug": "Returns the $(thing)Ship$()'s slug", + "hexcasting.action.hexxyskies:matrix/moment_of_inertia_tensor": "Inertia Purification", + "hexxyskies.page.navimancy.interop.moreiotas.matrix.moment_of_inertia_tensor": "Returns the $(thing)Ship$()'s moment of inertia tensor as a 3x3 matrix.", + "hexcasting.action.hexxyskies:matrix/world_ship": "Windward Purification", + "hexxyskies.page.navimancy.interop.moreiotas.matrix.world_ship": "Returns the $(thing)Ship$()'s World-to-Ship 4x4 transformation matrix.", + "hexcasting.action.hexxyskies:matrix/ship_world": "Leeward Purification", + "hexxyskies.page.navimancy.interop.moreiotas.matrix.ship_world": "Returns the $(thing)Ship$()'s Ship-to-World 4x4 transformation matrix.", - "hexsky.entry.navimancy.applied": "Applied Navimancy", - "hexcasting.action.hexsky:assemble": "Assemble", - "hexsky.page.navimancy.applied.assemble": "Takes a list of vectors corresponding to static blocks in the world, and transforms them into a separated free-floating object. Blocks outside of my ambit are ignored.", - "hexcasting.action.hexsky:force_variant": "Helmsman's Push", - "hexsky.page.navimancy.applied.force_variant": "Applies a $(thing)Variant Force$() to the ship in the specified direction", - "hexcasting.action.hexsky:torque_variant": "Helmsman's Twist", - "hexsky.page.navimancy.applied.torque_variant": "Applies a $(thing)Variant Torque$() to the ship in the specified direction", - "hexcasting.action.hexsky:force_invariant": "Nature's Push", - "hexsky.page.navimancy.applied.force_invariant": "Applies an $(thing)Invariant Force$() to the ship in the specified direction", - "hexcasting.action.hexsky:torque_invariant": "Nature's Twist", - "hexsky.page.navimancy.applied.torque_invariant": "Applies an $(thing)Invariant Torque$() to the ship in the specified direction", - "hexcasting.action.hexsky:force_invariant_pos": "Nature's Yeet II", - "hexsky.page.navimancy.applied.force_invariant_pos": "Applies an $(thing)Invariant Force$() to the ship in the specified direction with a specified offset from the $(l:patterns/basic_navimancy#hexsky:ship_pos)Center of Mass$()", - "hexcasting.action.hexsky:force_variant_pos": "Helmsman's Yeet II", - "hexsky.page.navimancy.applied.force_variant_pos": "Applies an $(thing)Variant Force$() to the ship in the specified direction with a specified offset from the $(l:patterns/basic_navimancy#hexsky:ship_pos)Center of Mass$()", - "hexcasting.action.hexsky:ship_scaling": "Nature's Amusement", - "hexsky.page.navimancy.applied.ship_scaling": "Alters the scale of a ship." -} + "hexxyskies.entry.navimancy.patterns": "Practical Navimancy", + "hexcasting.action.hexxyskies:pos": "Deckhand's Purification", + "hexxyskies.page.navimancy.patterns.pos": "Takes a position on a $(thing)Ship$() and returns the associated $(thing)Ship$().", + "hexcasting.action.hexxyskies:zone_ship": "Zone Dstl.: Ship", + "hexxyskies.page.navimancy.patterns.zone_ship": "Analogous to $(l:patterns/entities#hexcasting:zone_entity)Zone Distillation$(), but instead returns a list of $(thing)Ships$().", + "hexcasting.action.hexxyskies:com/world": "Ship Compass Prfn.", + "hexxyskies.page.navimancy.patterns.com.world": "Analogous to $(l:patterns/basics#hexcasting:entity_pos/eye)Compass Purification$(), but instead returns the position of a $(thing)Ship$()'s Center of Mass in $(l:basics/navimancy#hexxyskies:page/space/world)World Space$().", + "hexcasting.action.hexxyskies:com/model": "Ship Compass Prfn. II", + "hexxyskies.page.navimancy.patterns.com.model": "Analogous to $(l:patterns/basics#hexcasting:entity_pos/eye)Compass Purification$(), but instead returns the position of a $(thing)Ship$()'s Center of Mass in $(l:basics/navimancy#hexxyskies:page/space/model_body)Model Space$().", + "hexcasting.action.hexxyskies:mass": "Tonnage Purification", + "hexxyskies.page.navimancy.patterns.mass": "Takes either a $(thing)Ship$() or a block location and returns the $(thing)Ship$()'s mass and the block's mass respectively.", + "hexcasting.action.hexxyskies:rot/euler": "Bearings Purification", + "hexxyskies.page.navimancy.patterns.rot.euler": "Returns the $(thing)Ship$()'s orientation as Euler Angles using the YXZ reference frame in radians.", + "hexcasting.action.hexxyskies:scale/get": "Magnification Prfn.", + "hexxyskies.page.navimancy.patterns.scale.get": "Returns the $(thing)Ship$()'s current scale.", + "hexcasting.action.hexxyskies:velocity/linear": "Gait Purification", + "hexxyskies.page.navimancy.patterns.velocity.linear": "Returns the $(thing)Ship$()'s linear velocity.", + "hexcasting.action.hexxyskies:velocity/angular": "Gait Purification II", + "hexxyskies.page.navimancy.patterns.velocity.angular": "Returns the $(thing)Ship$()'s angular velocity.", + "hexcasting.action.hexxyskies:aabb": "Site Purification", + "hexxyskies.page.navimancy.patterns.aabb": "Returns the minimum and maximum corners of the $(thing)Ship$()'s AABB in $(l:basics/navimancy#hexxyskies:page/space/model_body)Model Space$().$(br2)Maybe using this with $(thing)Hexstruction$() would allow you to disassemble the Ship...", + + "hexxyskies.entry.navimancy.patterns.spells": "Applied Navimancy", + "hexcasting.action.hexxyskies:assemble": "Assemble", + "hexxyskies.page.navimancy.patterns.spells.assemble": "Takes in a list of positions to use to create a $(thing)Ship$(). All positions must be in ambit. The cost is one shard per position.", + "hexcasting.action.hexxyskies:scale/set": "Nature's Amusement", + "hexxyskies.page.navimancy.patterns.spells.scale.set": "Scales the given $(thing)Ship$() to the given size. The size must be between 1/16th and 16. Cost is one Shard times the size difference.", + "hexcasting.action.hexxyskies:force/world": "Nature's Push", + "hexxyskies.page.navimancy.patterns.spells.force.world": "Applies a $(l:basics/navimancy#hexxyskies:page/forces_torques)Force$() at a given $(l:basics/navimancy#hexxyskies:page/space/world)World Space$() position. The position is any offset from the $(l:patterns/navimancy#hexxyskies:com/world)Center of Mass$() in $(thing)World Space$().", + "hexcasting.action.hexxyskies:torque/world": "Nature's Twist", + "hexxyskies.page.navimancy.patterns.spells.torque.world": "Applies a $(l:basics/navimancy#hexxyskies:page/forces_torques)Torque$() at a given $(l:basics/navimancy#hexxyskies:page/space/world)World Space$() position. The position is any offset from the $(l:patterns/navimancy#hexxyskies:com/world)Center of Mass$() in $(thing)World Space$().", + "hexcasting.action.hexxyskies:force/body": "Shipyard's Push", + "hexxyskies.page.navimancy.patterns.spells.force.body": "Applies a $(l:basics/navimancy#hexxyskies:page/forces_torques)Force$() at a given $(l:basics/navimancy#hexxyskies:page/space/model_body)Model Space$() position. The position is any offset from the $(l:patterns/navimancy#hexxyskies:com/model)Center of Mass$() in $(thing)Model Space$().", + "hexcasting.action.hexxyskies:torque/body": "Shipyard's Twist", + "hexxyskies.page.navimancy.patterns.spells.torque.body": "Applies a $(l:basics/navimancy#hexxyskies:page/forces_torques)Torque$() at a given $(l:basics/navimancy#hexxyskies:page/space/model_body)Model Space$() position. The position is any offset from the $(l:patterns/navimancy#hexxyskies:com/model)Center of Mass$() in $(thing)Model Space$().", + "hexcasting.action.hexxyskies:force/model": "Helmsman's Push", + "hexxyskies.page.navimancy.patterns.spells.force.model": "Applies a $(l:basics/navimancy#hexxyskies:page/forces_torques)Force$() at a given $(l:basics/navimancy#hexxyskies:page/space/model_body)Body Space$() position. The position is any offset from the Center of Mass in $(thing)Body Space$() which is always (0, 0, 0).", + "hexcasting.action.hexxyskies:torque/model": "Helmsman's Twist", + "hexxyskies.page.navimancy.patterns.spells.torque.model": "Applies a $(l:basics/navimancy#hexxyskies:page/forces_torques)Torque$() at a given $(l:basics/navimancy#hexxyskies:page/space/model_body)Body Space$() position. The position is any offset from the Center of Mass in $(thing)Body Space$() which is always (0, 0, 0)." +} \ No newline at end of file diff --git a/projects/1.20/assets/modrinth-hexsky/hexsky/lang/en_us.json b/projects/1.20/assets/modrinth-hexsky/hexsky/lang/en_us.json index d7974bf73b76..ef55274cda0f 100644 --- a/projects/1.20/assets/modrinth-hexsky/hexsky/lang/en_us.json +++ b/projects/1.20/assets/modrinth-hexsky/hexsky/lang/en_us.json @@ -1,76 +1,92 @@ { - "hexsky.iota.ship": "Ship: \"%s\"", - "hexsky.mishap.invalid": "Ship is Invalid spell because: %s", - "hexsky.mishap.invalid.reason.null": "Ship does not exist!", + "hexxyskies.iota.ship": "Ship: \"%s\"", - "hexsky.entry.navimancy": "Ship Navimancy", - "hexsky.page.navimancy": "While various biological, mechanical, or otherwise media-infused creations are able to break from the environment, they are either physically restrained or unable to host solid construction. With the helping hand of the Naval Corps, I have devised methods of assembling and controlling portions of the world as rigid, separated objects.", - "hexsky.page.navimancy.terms": "These objects can move untethered, and allow for an enormous range of invention. $(li)$(thing)Ships$() are freely-moving objects which have separated from the world.$(li)$(thing)Force$() is an $(l:patterns/spells/basic#hexcasting:add_motion)impulse$() in a specific direction.$(li)$(thing)Torque$() is akin to Force, but concerns rotation exclusively.$(li)$(thing)Variant$() forces are based on the ship's axes.$(li)$(thing)Invariant$() forces are applied based on the world's.$()", + "hexcasting.mishap.invalid_value.class.ship": "a ship", + "hexcasting.mishap.invalid_value.class.entity.ship": "an entity or ship", + "hexcasting.mishap.invalid_value.class.list.vec": "a list of vectors", + "hexcasting.mishap.invalid_value.class.list.vec.empty": "a non-empty list of block positions that also are not empty", + "hexxyskies.mishap.invalid.ship.pos": "Invalid Position! This position is not on a Ship!", + "hexxyskies.mishap.invalid.ship.unloaded": "Invalid Ship! This Ship is not loaded!", + "hexcasting.mishap.ship_too_far": "Invalid Ship! The Ship \"%s\" is too far away!", - "hexsky.entry.complexhex": "Complex Navimancy", - "hexsky.page.complexhex.entry": "In the course of my research, I have found simpler representations of rotation inadequate. As such, I developed patterns that allow for the use of more useful representations of rotation. These patterns are for applying such representations to ships.", - "hexcasting.action.hexsky:ship_rot_quat": "Bearings Purification", - "hexsky.page.complexhex.ship_rot_quat": "Returns a ship's rotation as a $(thing)Quaternion$().", - "hexcasting.action.hexsky:ship_rot_quat_set": "Bearings Distillation", - "hexsky.page.complexhex.ship_rot_quat_set": "Sets a ship's rotation to the provided $(thing)Quaternion$(). The ship must not be cloaked, and the $(thing)Quaternion must be valid.", + "hexxyskies.entry.navimancy.basics": "Navimancy 101", + "hexxyskies.page.basics.navimancy.intro": "While various biological, mechanical, or otherwise media-infused creations are able to break from the environment, they are either physically restrained or unable to host solid construction. With the helping hand of the Naval Corps, I have devised methods of assembling and controlling portions of the world as rigid, separated physics objects called $(thing)Ships$().", + "hexxyskies.title.basics.navimancy.space": "Reference Spaces", + "hexxyskies.page.basics.navimancy.space.world": "$(thing)World Space$() is the playable area where $(thing)Ships$() are rendered and interacted with. Any forces or torques applied in $(thing)World Space$() are considered global and will affect the $(thing)Ships$() regardless of orientation or scale. Any offset is calculated from the $(l:patterns/navimancy#hexxyskies:com/world)Center of Mass$() in $(thing)World Space$().", + "hexxyskies.page.basics.navimancy.space.model_body": "$(thing)Shipyard or Model Space$() is where the $(thing)Ships$() actually exist and are referenced from. Any forces or torques applied in $(thing)Model Space$() are considered local and will affect the $(thing)Ships$() depending on their orientation and scale. Any offset is calculated from the $(l:patterns/navimancy#hexxyskies:com/model)Center of Mass$() in $(thing)Model Space$().$(br2)$(thing)Body Space$() is similar to $(thing)Model Space$() but its Center of Mass is always (0, 0, 0).", + "hexxyskies.title.basics.navimancy.forces_torques": "Forces and Torques", + "hexxyskies.page.basics.navimancy.forces_torques": "$(thing)Forces$() are linear pushes or pulls applied to a $(thing)Ship$() at a given position offset from the Center of Mass in a given reference space.$(br2)$(thing)Torques$() are rotational pushes or pulls applied to a $(thing)Ship$() at a given position offset from the Center of Mass in a given reference space.", - "hexsky.entry.hexal": "Wisp Navimancy", - "hexsky.page.hexal.wisp.entry": "Ships are often difficult for simpler beings to comprehend on their own, so I created these patterns to direct wisps between them.", - "hexcasting.action.hexsky:embark": "Embark", - "hexsky.page.hexal.wisp.embark": "Attaches the wisp to the ship. It must be near. This must be cast by a wisp; trying to cast it through a staff will fail rather spectacularly.", - "hexcasting.action.hexsky:disembark": "Disembark", - "hexsky.page.hexal.wisp.disembark": "Detaches the wisp from a ship. This must be cast by a wisp; trying to cast it through a staff will fail rather spectacularly.", + "hexxyskies.entry.navimancy.interop.complexhex": "Complex Navimancy", + "hexcasting.action.hexxyskies:id": "Identification Prfn.", + "hexxyskies.page.navimancy.interop.complexhex.id": "Returns the $(thing)Ship$()'s ID as a $(thing)Long$().", + "hexcasting.action.hexxyskies:rot/quaternion": "Bearings Purification II", + "hexxyskies.page.navimancy.interop.complexhex.rot.quaternion": "Returns the $(thing)Ship$()'s orientation as a $(thing)Quaternion$().", - "hexsky.entry.moreiotas": "More Navimancy", - "hexsky.page.moreiotas.entry": "Developments in manipulating information justify appropriate ship-related patterns.", - "hexcasting.action.hexsky:ship_slug_get": "Boatwright's Prfn.", - "hexsky.page.moreiotas.ship_slug_get": "Returns the name of a ship.", - "hexcasting.action.hexsky:ship_slug_set": "Boatwright's Dstl.", - "hexsky.page.moreiotas.ship_slug_set": "Sets the name of a ship. The ship must be uncloaked.", - "hexcasting.action.hexsky:world_to_ship_matrix": "Windward Purification", - "hexsky.page.moreiotas.world_to_ship_matrix": "Returns the $(thing)World-to-Ship$() transform matrix of the targeted ship", - "hexcasting.action.hexsky:ship_to_world_matrix": "Leeward Purification", - "hexsky.page.moreiotas.ship_to_world_matrix": "Returns the $(thing)Ship-to-World$() transform matrix of the targeted ship", + "hexxyskies.entry.navimancy.interop.hexal": "Hexal Navimancy", + "hexcasting.action.hexxyskies:embark": "Embark", + "hexxyskies.page.navimancy.interop.hexal.embark": "Moves the casting Wisp into $(l:basics/navimancy#hexxyskies:page/space/model_body)Model Space$().", + "hexcasting.action.hexxyskies:disembark": "Disembark", + "hexxyskies.page.navimancy.interop.hexal.disembark": "Moves the casting Wisp into $(l:basics/navimancy#hexxyskies:page/space/world)World Space$().", - "hexsky.entry.navimancy.basic": "Basic Navimancy", - "hexcasting.action.hexsky:cloak": "Cloaking Purification", - "hexsky.page.navimancy.basic.cloak": "Toggles and returns the state of a ship's cloak. This pattern acts as security for a ship, obscuring new references from being obtained. Exercise caution.", - "hexcasting.action.hexsky:p2s": "Deckhand's Purification", - "hexsky.page.navimancy.basic.p2s": "Takes a position and returns the ship that it corresponds to. Blocked by $(l:patterns/basic_navimancy#hexsky:cloak)Cloak$().", - "hexcasting.action.hexsky:ship_pos": "Ship Compass Prfn.", - "hexsky.page.navimancy.basic.ship_pos": "Analogous to $(l:patterns/basics#hexcasting:entity_pos/eye)Compass Purification$(), but instead returns the position of a ship's Center of Mass.", - "hexcasting.action.hexsky:ship_rot": "Heading Purification", - "hexsky.page.navimancy.basic.ship_rot": "Analogous to $(l:patterns/basics#hexcasting:get_entity_look)Alidade's Purification$(), but instead gets the ship's forward direction", - "hexcasting.action.hexsky:ship_raycast": "Crow's Distillation", - "hexsky.page.navimancy.basic.ship_raycast": "Analogous to $(l:patterns/basics#hexcasting:raycast)Archer's Distillation$(), but instead returns a ship. Blocked by $(l:patterns/basic_navimancy#hexsky:cloak)Cloak$().", - "hexcasting.action.hexsky:zone_ships": "Zone Dstl.: Ship", - "hexsky.page.navimancy.basic.zone_ships": "Analogous to $(l:patterns/entities#hexcasting:zone_entity)Zone Distillation$(), but instead returns a list of ships. Blocked by $(l:patterns/basic_navimancy#hexsky:cloak)Cloak$().", - "hexcasting.action.hexsky:ship_weight": "Tonnage Purification", - "hexsky.page.navimancy.basic.ship_weight": "Takes a ship and returns its total mass.$(br)Forces applied by Hexes are to be multiplied by this number.", - "hexcasting.action.hexsky:ship_scale": "Magnification Prfn.", - "hexsky.page.navimancy.basic.ship_scale": "Takes a ship and returns its current scale.", - "hexcasting.action.hexsky:shiptoworldpos": "Worldly Purification", - "hexsky.page.navimancy.basic.shiptoworldpos": "Takes a position originating from a ship and transforms it into its worldly equivalent.", - "hexcasting.action.hexsky:block_mass": "Deadweight Purification", - "hexsky.page.navimancy.basic.block_mass": "Takes a position of a Block and adds its current mass to the stack.", + "hexxyskies.entry.navimancy.interop.hexical": "Hexical Navimancy", + "hexxyskies.page.navimancy.interop.hexical.assemble": "Takes a mesh and creates a $(thing)Ship$() from its points. All positions must be in ambit. The cost is one shard per position.", + "hexxyskies.entry.navimancy.interop.hexodus": "Hexodus Navimancy", + "hexxyskies.entry.navimancy.interop.hexodus.change_gravity": "Takes a $(thing)Ship$(), an axial vector for new gravity, and a strength scalar relative to standard pull.", + "hexxyskies.entry.navimancy.interop.hexodus.get_duration": "Pushes the remaining twentieths of a second that $(l:interop/hexodus_navimancy#hexodus:change_gravity)$(action)Gravitate$() will affect a $(thing)Ship$(). Zero if the $(thing)Ship$() is not under the effects of $(l:interop/hexodus_navimancy#hexodus:change_gravity)$(action)Gravitate$().", + "hexxyskies.entry.navimancy.interop.hexodus.get_direction": "Pushes the direction that $(l:interop/hexodus_navimancy#hexodus:change_gravity)$(action)Gravitate$() is attempting to drag a $(thing)Ship$(), or $(l:casting/influences)$(thing)Null$() if the $(thing)Ship$() is not under the effects of $(l:interop/hexodus_navimancy#hexodus:change_gravity)$(action)Gravitate$().", + "hexxyskies.entry.navimancy.interop.hexodus.get_strength": "Pushes the scaling factor of $(l:interop/hexodus_navimancy#hexodus:change_gravity)$(action)Gravitate$()'s gravity compared to baseline, or $(l:casting/influences)$(thing)Null$() if the $(thing)Ship$() is not under the effects of $(l:interop/hexodus_navimancy#hexodus:change_gravity)$(action)Gravitate$().", + "hexxyskies.entry.navimancy.interop.hexodus.get_true_direction": "Pushes the direction of $(thing)Gravity$() acting on a $(thing)Ship$().", + "hexxyskies.entry.navimancy.interop.hexodus.get_true_strength": "Pushes strength of $(thing)Gravity$() acting on a $(thing)Ship$() compared to baseline.", + "hexxyskies.entry.navimancy.interop.moreiotas": "More Navimancy", + "hexcasting.action.hexxyskies:slug": "Boatwright's Prfn.", + "hexxyskies.page.navimancy.interop.moreiotas.slug": "Returns the $(thing)Ship$()'s slug", + "hexcasting.action.hexxyskies:matrix/moment_of_inertia_tensor": "Inertia Purification", + "hexxyskies.page.navimancy.interop.moreiotas.matrix.moment_of_inertia_tensor": "Returns the $(thing)Ship$()'s moment of inertia tensor as a 3x3 matrix.", + "hexcasting.action.hexxyskies:matrix/world_ship": "Windward Purification", + "hexxyskies.page.navimancy.interop.moreiotas.matrix.world_ship": "Returns the $(thing)Ship$()'s World-to-Ship 4x4 transformation matrix.", + "hexcasting.action.hexxyskies:matrix/ship_world": "Leeward Purification", + "hexxyskies.page.navimancy.interop.moreiotas.matrix.ship_world": "Returns the $(thing)Ship$()'s Ship-to-World 4x4 transformation matrix.", - "hexsky.entry.navimancy.applied": "Applied Navimancy", - "hexcasting.action.hexsky:assemble": "Assemble", - "hexsky.page.navimancy.applied.assemble": "Takes a list of vectors corresponding to static blocks in the world, and transforms them into a separated free-floating object. Blocks outside of my ambit are ignored.", - "hexcasting.action.hexsky:force_variant": "Helmsman's Push", - "hexsky.page.navimancy.applied.force_variant": "Applies a $(thing)Variant Force$() to the ship in the specified direction", - "hexcasting.action.hexsky:torque_variant": "Helmsman's Twist", - "hexsky.page.navimancy.applied.torque_variant": "Applies a $(thing)Variant Torque$() to the ship in the specified direction", - "hexcasting.action.hexsky:force_invariant": "Nature's Push", - "hexsky.page.navimancy.applied.force_invariant": "Applies an $(thing)Invariant Force$() to the ship in the specified direction", - "hexcasting.action.hexsky:torque_invariant": "Nature's Twist", - "hexsky.page.navimancy.applied.torque_invariant": "Applies an $(thing)Invariant Torque$() to the ship in the specified direction", - "hexcasting.action.hexsky:force_invariant_pos": "Nature's Yeet II", - "hexsky.page.navimancy.applied.force_invariant_pos": "Applies an $(thing)Invariant Force$() to the ship in the specified direction with a specified offset from the $(l:patterns/basic_navimancy#hexsky:ship_pos)Center of Mass$()", - "hexcasting.action.hexsky:force_variant_pos": "Helmsman's Yeet II", - "hexsky.page.navimancy.applied.force_variant_pos": "Applies an $(thing)Variant Force$() to the ship in the specified direction with a specified offset from the $(l:patterns/basic_navimancy#hexsky:ship_pos)Center of Mass$()", - "hexcasting.action.hexsky:ship_scaling": "Nature's Amusement", - "hexsky.page.navimancy.applied.ship_scaling": "Alters the scale of a ship." -} + "hexxyskies.entry.navimancy.patterns": "Practical Navimancy", + "hexcasting.action.hexxyskies:pos": "Deckhand's Purification", + "hexxyskies.page.navimancy.patterns.pos": "Takes a position on a $(thing)Ship$() and returns the associated $(thing)Ship$().", + "hexcasting.action.hexxyskies:zone_ship": "Zone Dstl.: Ship", + "hexxyskies.page.navimancy.patterns.zone_ship": "Analogous to $(l:patterns/entities#hexcasting:zone_entity)Zone Distillation$(), but instead returns a list of $(thing)Ships$().", + "hexcasting.action.hexxyskies:com/world": "Ship Compass Prfn.", + "hexxyskies.page.navimancy.patterns.com.world": "Analogous to $(l:patterns/basics#hexcasting:entity_pos/eye)Compass Purification$(), but instead returns the position of a $(thing)Ship$()'s Center of Mass in $(l:basics/navimancy#hexxyskies:page/space/world)World Space$().", + "hexcasting.action.hexxyskies:com/model": "Ship Compass Prfn. II", + "hexxyskies.page.navimancy.patterns.com.model": "Analogous to $(l:patterns/basics#hexcasting:entity_pos/eye)Compass Purification$(), but instead returns the position of a $(thing)Ship$()'s Center of Mass in $(l:basics/navimancy#hexxyskies:page/space/model_body)Model Space$().", + "hexcasting.action.hexxyskies:mass": "Tonnage Purification", + "hexxyskies.page.navimancy.patterns.mass": "Takes either a $(thing)Ship$() or a block location and returns the $(thing)Ship$()'s mass and the block's mass respectively.", + "hexcasting.action.hexxyskies:rot/euler": "Bearings Purification", + "hexxyskies.page.navimancy.patterns.rot.euler": "Returns the $(thing)Ship$()'s orientation as Euler Angles using the YXZ reference frame in radians.", + "hexcasting.action.hexxyskies:scale/get": "Magnification Prfn.", + "hexxyskies.page.navimancy.patterns.scale.get": "Returns the $(thing)Ship$()'s current scale.", + "hexcasting.action.hexxyskies:velocity/linear": "Gait Purification", + "hexxyskies.page.navimancy.patterns.velocity.linear": "Returns the $(thing)Ship$()'s linear velocity.", + "hexcasting.action.hexxyskies:velocity/angular": "Gait Purification II", + "hexxyskies.page.navimancy.patterns.velocity.angular": "Returns the $(thing)Ship$()'s angular velocity.", + "hexcasting.action.hexxyskies:aabb": "Site Purification", + "hexxyskies.page.navimancy.patterns.aabb": "Returns the minimum and maximum corners of the $(thing)Ship$()'s AABB in $(l:basics/navimancy#hexxyskies:page/space/model_body)Model Space$().$(br2)Maybe using this with $(thing)Hexstruction$() would allow you to disassemble the Ship...", + + "hexxyskies.entry.navimancy.patterns.spells": "Applied Navimancy", + "hexcasting.action.hexxyskies:assemble": "Assemble", + "hexxyskies.page.navimancy.patterns.spells.assemble": "Takes in a list of positions to use to create a $(thing)Ship$(). All positions must be in ambit. The cost is one shard per position.", + "hexcasting.action.hexxyskies:scale/set": "Nature's Amusement", + "hexxyskies.page.navimancy.patterns.spells.scale.set": "Scales the given $(thing)Ship$() to the given size. The size must be between 1/16th and 16. Cost is one Shard times the size difference.", + "hexcasting.action.hexxyskies:force/world": "Nature's Push", + "hexxyskies.page.navimancy.patterns.spells.force.world": "Applies a $(l:basics/navimancy#hexxyskies:page/forces_torques)Force$() at a given $(l:basics/navimancy#hexxyskies:page/space/world)World Space$() position. The position is any offset from the $(l:patterns/navimancy#hexxyskies:com/world)Center of Mass$() in $(thing)World Space$().", + "hexcasting.action.hexxyskies:torque/world": "Nature's Twist", + "hexxyskies.page.navimancy.patterns.spells.torque.world": "Applies a $(l:basics/navimancy#hexxyskies:page/forces_torques)Torque$() at a given $(l:basics/navimancy#hexxyskies:page/space/world)World Space$() position. The position is any offset from the $(l:patterns/navimancy#hexxyskies:com/world)Center of Mass$() in $(thing)World Space$().", + "hexcasting.action.hexxyskies:force/body": "Shipyard's Push", + "hexxyskies.page.navimancy.patterns.spells.force.body": "Applies a $(l:basics/navimancy#hexxyskies:page/forces_torques)Force$() at a given $(l:basics/navimancy#hexxyskies:page/space/model_body)Model Space$() position. The position is any offset from the $(l:patterns/navimancy#hexxyskies:com/model)Center of Mass$() in $(thing)Model Space$().", + "hexcasting.action.hexxyskies:torque/body": "Shipyard's Twist", + "hexxyskies.page.navimancy.patterns.spells.torque.body": "Applies a $(l:basics/navimancy#hexxyskies:page/forces_torques)Torque$() at a given $(l:basics/navimancy#hexxyskies:page/space/model_body)Model Space$() position. The position is any offset from the $(l:patterns/navimancy#hexxyskies:com/model)Center of Mass$() in $(thing)Model Space$().", + "hexcasting.action.hexxyskies:force/model": "Helmsman's Push", + "hexxyskies.page.navimancy.patterns.spells.force.model": "Applies a $(l:basics/navimancy#hexxyskies:page/forces_torques)Force$() at a given $(l:basics/navimancy#hexxyskies:page/space/model_body)Body Space$() position. The position is any offset from the Center of Mass in $(thing)Body Space$() which is always (0, 0, 0).", + "hexcasting.action.hexxyskies:torque/model": "Helmsman's Twist", + "hexxyskies.page.navimancy.patterns.spells.torque.model": "Applies a $(l:basics/navimancy#hexxyskies:page/forces_torques)Torque$() at a given $(l:basics/navimancy#hexxyskies:page/space/model_body)Body Space$() position. The position is any offset from the Center of Mass in $(thing)Body Space$() which is always (0, 0, 0)." +} \ No newline at end of file diff --git a/projects/1.20/assets/modrinth-hexsky/hexsky/lang/zh_cn.json b/projects/1.20/assets/modrinth-hexsky/hexsky/lang/zh_cn.json index 7e9c0e8effbb..0ac20b5cac73 100644 --- a/projects/1.20/assets/modrinth-hexsky/hexsky/lang/zh_cn.json +++ b/projects/1.20/assets/modrinth-hexsky/hexsky/lang/zh_cn.json @@ -1,76 +1,92 @@ { - "hexsky.iota.ship": "船只:“%s”", - "hexsky.mishap.invalid": "船只有关法术无效:%s", - "hexsky.mishap.invalid.reason.null": "船只不存在!", + "hexxyskies.iota.ship": "船只:“%s”", - "hexsky.entry.navimancy": "船只航行术", - "hexsky.page.navimancy": "虽然许多生物性、机械性、媒质融注性构造都能从环境中独立出来,但它们仍受到诸多物理限制,或是无法具有物理实体、无法搭载其他构造。在海军军团的帮助下,我成功地将世界的一部分组装为了刚性的独立物体,且能控制它们。", - "hexsky.page.navimancy.terms": "这些物体的移动不需外物协助,因此具有近乎无限的可塑性。$(li)$(thing)船只$()是独立于世界的、能自由移动的物体。$(li)$(thing)力$()是朝向特定方向的$(l:patterns/spells/basic#hexcasting:add_motion)驱动$()。$(li)$(thing)力矩$()与力类似,但只涉及旋转。$(li)$(thing)相对$()力以船只的轴为参照。$(li)$(thing)绝对$()力则以世界的轴为参照。$()", + "hexcasting.mishap.invalid_value.class.ship": "一个船只", + "hexcasting.mishap.invalid_value.class.entity.ship": "一个实体或船只", + "hexcasting.mishap.invalid_value.class.list.vec": "一个向量列表", + "hexcasting.mishap.invalid_value.class.list.vec.empty": "一个由非空方块位置组成的非空列表", + "hexxyskies.mishap.invalid.ship.pos": "无效位置!该位置并不归属于船只!", + "hexxyskies.mishap.invalid.ship.unloaded": "无效船只!该船只尚未被加载!", + "hexcasting.mishap.ship_too_far": "无效船只!船只“%s”距离过远!", - "hexsky.entry.complexhex": "ComplexHex 航行术", - "hexsky.page.complexhex.entry": "我在的研究过程中发现简单的旋转表示方式难以堪用。因此,我开发了适配高效旋转表示方式的图案。它们能够将这些表示方式作用于船只。", - "hexcasting.action.hexsky:ship_rot_quat": "轴承之纯化", - "hexsky.page.complexhex.ship_rot_quat": "将船只的朝向返回为$(thing)四元数$()。", - "hexcasting.action.hexsky:ship_rot_quat_set": "轴承之馏化", - "hexsky.page.complexhex.ship_rot_quat_set": "将船只的朝向设定为所给$(thing)四元数$()。船只的遮篷需被禁用,且$(thing)四元数$()必须有效。", + "hexxyskies.entry.navimancy.basics": "航行术 101", + "hexxyskies.page.basics.navimancy.intro": "虽然许多生物性、机械性、媒质融注性构造都能从环境中独立出来,但它们仍受到诸多物理限制,或是无法具有物理实体,或是无法搭载其他构造。而在导航军团的帮助之下,我成功地将世界的一部分组装为了刚性的独立物体,称作$(thing)船只$(),且能控制它们。", + "hexxyskies.title.basics.navimancy.space": "参考空间", + "hexxyskies.page.basics.navimancy.space.world": "$(thing)世界空间$()是当前的游玩区域,渲染$(thing)船只$()和与之交互使用此空间的位置。在$(thing)世界空间$()中施加的力和力矩处于全局环境,其效果不受$(thing)船只$()朝向和尺寸的影响。偏移量的计算以$(thing)世界空间$()中$(l:patterns/navimancy#hexxyskies:com/world)质心$()的位置为基准。", + "hexxyskies.page.basics.navimancy.space.model_body": "$(thing)船载空间或模型空间$()是$(thing)船只$()实际存在的空间,引用它们使用此空间的位置。在$(thing)模型空间$()中施加的力和力矩处于局部环境,且其效果会受$(thing)船只$()朝向和尺寸的影响。偏移量的计算以$(thing)模型空间$()中$(l:patterns/navimancy#hexxyskies:com/model)质心$()的位置为基准。$(br2)$(thing)物体空间$()与$(thing)模型空间$()类似,但其质心固定为 (0, 0, 0)。", + "hexxyskies.title.basics.navimancy.forces_torques": "力与力矩", + "hexxyskies.page.basics.navimancy.forces_torques": "$(thing)力$()是作用于$(thing)船只$()的直线推拉效应,施加点由所给参考空间和所给相对质心偏移量得出。$(br2)$(thing)力矩$()是作用于$(thing)船只$()的旋转推拉效应,施加点由所给参考空间和所给相对质心偏移量得出。", - "hexsky.entry.hexal": "咒灵航行术", - "hexsky.page.hexal.wisp.entry": "构造更简单的事物常常难以独自理解船只的存在,因此我制造了这些图案,用以在船只处引导咒灵。", - "hexcasting.action.hexsky:embark": "登船", - "hexsky.page.hexal.wisp.embark": "将咒灵连接至船只。咒灵和船只必须足够靠近。此操作必须由咒灵执行,尝试用法杖执行会招致可怖的事故。", - "hexcasting.action.hexsky:disembark": "下船", - "hexsky.page.hexal.wisp.disembark": "解开咒灵和船只的连接。此操作必须由咒灵执行,尝试用法杖执行会招致可怖的事故。", + "hexxyskies.entry.navimancy.interop.complexhex": "ComplexHex 航行术", + "hexcasting.action.hexxyskies:id": "定船之纯化", + "hexxyskies.page.navimancy.interop.complexhex.id": "将$(thing)船只$()的 ID 返回为$(thing)长整数$()。", + "hexcasting.action.hexxyskies:rot/quaternion": "轴承之纯化,第二型", + "hexxyskies.page.navimancy.interop.complexhex.rot.quaternion": "将$(thing)船只$()的朝向返回为$(thing)四元数$()。", - "hexsky.entry.moreiotas": "MoreIotas 航行术", - "hexsky.page.moreiotas.entry": "在信息处理方面上的发展带来的是配套的船只图案。", - "hexcasting.action.hexsky:ship_slug_get": "造船工之纯化", - "hexsky.page.moreiotas.ship_slug_get": "返回船只的名称。", - "hexcasting.action.hexsky:ship_slug_set": "造船工之馏化", - "hexsky.page.moreiotas.ship_slug_set": "设置船只的名称。船只的遮篷需被禁用。", - "hexcasting.action.hexsky:world_to_ship_matrix": "迎风之纯化", - "hexsky.page.moreiotas.world_to_ship_matrix": "返回目标船只的$(thing)世界至船只$()变换矩阵。", - "hexcasting.action.hexsky:ship_to_world_matrix": "背风之纯化", - "hexsky.page.moreiotas.ship_to_world_matrix": "返回目标船只的$(thing)船只至世界$()变换矩阵。", + "hexxyskies.entry.navimancy.interop.hexal": "咒法拓展航行术", + "hexcasting.action.hexxyskies:embark": "登船", + "hexxyskies.page.navimancy.interop.hexal.embark": "将施法咒灵移至$(l:basics/navimancy#hexxyskies:page/space/model_body)模型空间$()。", + "hexcasting.action.hexxyskies:disembark": "离船", + "hexxyskies.page.navimancy.interop.hexal.disembark": "将施法咒灵移至$(l:basics/navimancy#hexxyskies:page/space/world)世界空间$()。", - "hexsky.entry.navimancy.basic": "基础航行术", - "hexcasting.action.hexsky:cloak": "遮篷之纯化", - "hexsky.page.navimancy.basic.cloak": "切换并返回船只的遮篷状态。此图案可用作船只的安全措施,能阻止外部对象获取代表它的 iota。使用需谨慎。", - "hexcasting.action.hexsky:p2s": "甲板水手之纯化", - "hexsky.page.navimancy.basic.p2s": "接受一个位置,返回对应的船只。会被$(l:patterns/basic_navimancy#hexsky:cloak)遮篷$()阻挡。", - "hexcasting.action.hexsky:ship_pos": "船用罗经之纯化", - "hexsky.page.navimancy.basic.ship_pos": "与$(l:patterns/basics#hexcasting:entity_pos/eye)指南针之纯化$()类似,但会返回船只的质心位置。", - "hexcasting.action.hexsky:ship_rot": "航向之纯化", - "hexsky.page.navimancy.basic.ship_rot": "与$(l:patterns/basics#hexcasting:get_entity_look)照准仪之纯化$()类似,但会获取船只的前方方向。", - "hexcasting.action.hexsky:ship_raycast": "瞭望鸦之馏化", - "hexsky.page.navimancy.basic.ship_raycast": "与$(l:patterns/basics#hexcasting:raycast)弓箭手之馏化$()类似,但会返回船只 iota。会被$(l:patterns/basic_navimancy#hexsky:cloak)遮篷$()阻挡。", - "hexcasting.action.hexsky:zone_ships": "区域之馏化:船只", - "hexsky.page.navimancy.basic.zone_ships": "与$(l:patterns/entities#hexcasting:zone_entity)区域之馏化$()类似,但会返回船只 iota 列表。会被$(l:patterns/basic_navimancy#hexsky:cloak)遮篷$()阻挡。", - "hexcasting.action.hexsky:ship_weight": "吨位之纯化", - "hexsky.page.navimancy.basic.ship_weight": "接受一个船只,返回其总质量。$(br)咒术产生的力会乘以此数。", - "hexcasting.action.hexsky:ship_scale": "放大之纯化", - "hexsky.page.navimancy.basic.ship_scale": "接受一个船只,返回其当前缩放倍率。", - "hexcasting.action.hexsky:shiptoworldpos": "世间之纯化", - "hexsky.page.navimancy.basic.shiptoworldpos": "接受一个相对船只的位置,并将其转换为世界位置。", - "hexcasting.action.hexsky:block_mass": "载重之纯化", - "hexsky.page.navimancy.basic.block_mass": "接受一个方块位置,返回其当前质量。", + "hexxyskies.entry.navimancy.interop.hexical": "Hexical 航行术", + "hexxyskies.page.navimancy.interop.hexical.assemble": "接受一个网斑,将其中各点组装为$(thing)船只$()。所有位置都须在影响范围内。每个位置消耗 1 个紫水晶碎片。", + "hexxyskies.entry.navimancy.interop.hexodus": "Hexodus 航行术", + "hexxyskies.entry.navimancy.interop.hexodus.change_gravity": "接受一个$(thing)船只$(),一个代表新重力方向的轴向向量,以及相对于标准重力强度的倍数。", + "hexxyskies.entry.navimancy.interop.hexodus.get_duration": "返回$(l:interop/hexodus_navimancy#hexodus:change_gravity)$(action)施重力$()的效果在$(thing)船只$()上还会持续多少个 1/20 秒。若$(thing)船只$()未受$(l:interop/hexodus_navimancy#hexodus:change_gravity)$(action)施重力$()影响,则返回 0。", + "hexxyskies.entry.navimancy.interop.hexodus.get_direction": "返回$(l:interop/hexodus_navimancy#hexodus:change_gravity)$(action)施重力$()对$(thing)船只$()的施力方向。若$(thing)船只$()未受$(l:interop/hexodus_navimancy#hexodus:change_gravity)$(action)施重力$()影响,则返回 $(l:casting/influences)$(thing)Null$()。", + "hexxyskies.entry.navimancy.interop.hexodus.get_strength": "返回$(l:interop/hexodus_navimancy#hexodus:change_gravity)$(action)施重力$()的效果强度相对基线的倍数。若$(thing)船只$()未受$(l:interop/hexodus_navimancy#hexodus:change_gravity)$(action)施重力$()影响,则返回 $(l:casting/influences)$(thing)Null$()。", + "hexxyskies.entry.navimancy.interop.hexodus.get_true_direction": "返回$(thing)重力$()对$(thing)船只$()的施力方向。", + "hexxyskies.entry.navimancy.interop.hexodus.get_true_strength": "返回$(thing)船只$()所受$(thing)重力$()的强度相对基线的倍数。", + "hexxyskies.entry.navimancy.interop.moreiotas": "MoreIotas 航行术", + "hexcasting.action.hexxyskies:slug": "造船工之纯化", + "hexxyskies.page.navimancy.interop.moreiotas.slug": "返回$(thing)船只$()的 Slug。", + "hexcasting.action.hexxyskies:matrix/moment_of_inertia_tensor": "惯量之纯化", + "hexxyskies.page.navimancy.interop.moreiotas.matrix.moment_of_inertia_tensor": "将$(thing)船只$()的转动惯量张量返回为 3x3 矩阵。", + "hexcasting.action.hexxyskies:matrix/world_ship": "迎风之纯化", + "hexxyskies.page.navimancy.interop.moreiotas.matrix.world_ship": "返回$(thing)船只$()的 4x4 世界至船只变换矩阵。", + "hexcasting.action.hexxyskies:matrix/ship_world": "背风之纯化", + "hexxyskies.page.navimancy.interop.moreiotas.matrix.ship_world": "返回$(thing)船只$()的 4x4 船只至世界变换矩阵。", - "hexsky.entry.navimancy.applied": "应用航行术", - "hexcasting.action.hexsky:assemble": "组装", - "hexsky.page.navimancy.applied.assemble": "接受对应世界中静态方块的位置向量列表,将其组装为可自由移动的独立物体。超出我影响范围的方块会被忽略。", - "hexcasting.action.hexsky:force_variant": "舵手之推动", - "hexsky.page.navimancy.applied.force_variant": "沿给定方向对船只施加一个$(thing)相对力$()。", - "hexcasting.action.hexsky:torque_variant": "舵手之扭转", - "hexsky.page.navimancy.applied.torque_variant": "沿给定方向对船只施加一个$(thing)相对力矩$()。", - "hexcasting.action.hexsky:force_invariant": "自然之推动", - "hexsky.page.navimancy.applied.force_invariant": "沿给定方向对船只施加一个$(thing)绝对力$()。", - "hexcasting.action.hexsky:torque_invariant": "自然之扭转", - "hexsky.page.navimancy.applied.torque_invariant": "沿给定方向对船只施加一个$(thing)绝对力矩$()。", - "hexcasting.action.hexsky:force_invariant_pos": "自然之掷抛,第二型", - "hexsky.page.navimancy.applied.force_invariant_pos": "沿给定方向对船只施加一个$(thing)绝对力$(),根据相对$(l:patterns/basic_navimancy#hexsky:ship_pos)质心$()位置的偏移向量移动作用点。", - "hexcasting.action.hexsky:force_variant_pos": "舵手之掷抛,第二型", - "hexsky.page.navimancy.applied.force_variant_pos": "沿给定方向对船只施加一个$(thing)相对力$(),根据相对$(l:patterns/basic_navimancy#hexsky:ship_pos)质心$()位置的偏移向量移动作用点。", - "hexcasting.action.hexsky:ship_scaling": "自然之欢愉", - "hexsky.page.navimancy.applied.ship_scaling": "更改船只的缩放倍率。" + "hexxyskies.entry.navimancy.patterns": "实用航行术", + "hexcasting.action.hexxyskies:pos": "水手之纯化", + "hexxyskies.page.navimancy.patterns.pos": "接受一个$(thing)船只$()上的位置,返回其对应的$(thing)船只$()。", + "hexcasting.action.hexxyskies:zone_ship": "区域之馏化:船只", + "hexxyskies.page.navimancy.patterns.zone_ship": "与$(l:patterns/entities#hexcasting:zone_entity)区域之馏化$()类似,但会返回$(thing)船只$()列表。", + "hexcasting.action.hexxyskies:com/world": "船只指南针之纯化", + "hexxyskies.page.navimancy.patterns.com.world": "与$(l:patterns/basics#hexcasting:entity_pos/eye)指南针之纯化$()类似,但会返回$(thing)船只$()质心在$(l:basics/navimancy#hexxyskies:page/space/world)世界空间$()中的位置。", + "hexcasting.action.hexxyskies:com/model": "船只指南针之纯化,第二型", + "hexxyskies.page.navimancy.patterns.com.model": "与$(l:patterns/basics#hexcasting:entity_pos/eye)指南针之纯化$()类似,但会返回$(thing)船只$()质心在$(l:basics/navimancy#hexxyskies:page/space/model_body)模型空间$()中的位置。", + "hexcasting.action.hexxyskies:mass": "吨位之纯化", + "hexxyskies.page.navimancy.patterns.mass": "接受一个$(thing)船只$()位置或方块位置,并相应返回$(thing)船只$()的质量或方块的质量。", + "hexcasting.action.hexxyskies:rot/euler": "轴承之纯化", + "hexxyskies.page.navimancy.patterns.rot.euler": "将$(thing)船只$()的朝向返回为欧拉角,格式为 YXZ,单位为弧度。", + "hexcasting.action.hexxyskies:scale/get": "缩放比之纯化", + "hexxyskies.page.navimancy.patterns.scale.get": "返回$(thing)船只$()当前的尺寸。", + "hexcasting.action.hexxyskies:velocity/linear": "步态之纯化", + "hexxyskies.page.navimancy.patterns.velocity.linear": "返回$(thing)船只$()的线速度。", + "hexcasting.action.hexxyskies:velocity/angular": "步态之纯化,第二型", + "hexxyskies.page.navimancy.patterns.velocity.angular": "但会$(thing)船只$()的角速度。", + "hexcasting.action.hexxyskies:aabb": "船形之纯化", + "hexxyskies.page.navimancy.patterns.aabb": "返回$(thing)船只$() AABB 箱的最小和最大角落,以$(l:basics/navimancy#hexxyskies:page/space/model_body)模型空间$()为参考系。$(br2)也许和$(thing)咒法结构$()配合使用就可以拆解船只了……", + + "hexxyskies.entry.navimancy.patterns.spells": "应用航行术", + "hexcasting.action.hexxyskies:assemble": "组装", + "hexxyskies.page.navimancy.patterns.spells.assemble": "接受一个位置列表,用其组装$(thing)船只$()。所有位置都须在影响范围内。每个位置效果 1 个紫水晶碎片。", + "hexcasting.action.hexxyskies:scale/set": "自然之欢愉", + "hexxyskies.page.navimancy.patterns.spells.scale.set": "将所给$(thing)船只$()缩放至所给尺寸。尺寸必须在 1/16 到 16 之间。消耗尺寸比值个紫水晶碎片。", + "hexcasting.action.hexxyskies:force/world": "自然之推动", + "hexxyskies.page.navimancy.patterns.spells.force.world": "在$(l:basics/navimancy#hexxyskies:page/space/world)世界空间$()中所给位置处施加$(l:basics/navimancy#hexxyskies:page/forces_torques)力$()。该位置视作相对$(thing)世界空间$()中$(l:patterns/navimancy#hexxyskies:com/world)质心$()的偏移量。", + "hexcasting.action.hexxyskies:torque/world": "自然之扭转", + "hexxyskies.page.navimancy.patterns.spells.torque.world": "在$(l:basics/navimancy#hexxyskies:page/space/world)世界空间$()中所给位置处施加$(l:basics/navimancy#hexxyskies:page/forces_torques)力矩$()。该位置视作相对$(thing)世界空间$()中$(l:patterns/navimancy#hexxyskies:com/world)质心$()的偏移量。", + "hexcasting.action.hexxyskies:force/body": "船载之推动", + "hexxyskies.page.navimancy.patterns.spells.force.body": "在$(l:basics/navimancy#hexxyskies:page/space/world)世界空间$()中所给位置处施加$(l:basics/navimancy#hexxyskies:page/forces_torques)力$()。该位置视作相对$(thing)模型空间$()中$(l:patterns/navimancy#hexxyskies:com/model)质心$()的偏移量。", + "hexcasting.action.hexxyskies:torque/body": "船载之扭转", + "hexxyskies.page.navimancy.patterns.spells.torque.body": "在$(l:basics/navimancy#hexxyskies:page/space/world)世界空间$()中所给位置处施加$(l:basics/navimancy#hexxyskies:page/forces_torques)力矩$()。该位置视作相对$(thing)模型空间$()中$(l:patterns/navimancy#hexxyskies:com/model)质心$()的偏移量。", + "hexcasting.action.hexxyskies:force/model": "舵手之推动", + "hexxyskies.page.navimancy.patterns.spells.force.model": "在$(l:basics/navimancy#hexxyskies:page/space/world)世界空间$()中所给位置处施加$(l:basics/navimancy#hexxyskies:page/forces_torques)力$()。该位置视作相对$(thing)物体空间$()中质心的偏移量,即相对 (0, 0, 0) 的偏移量。", + "hexcasting.action.hexxyskies:torque/model": "舵手之扭转", + "hexxyskies.page.navimancy.patterns.spells.torque.model": "在$(l:basics/navimancy#hexxyskies:page/space/world)世界空间$()中所给位置处施加$(l:basics/navimancy#hexxyskies:page/forces_torques)力矩$()。该位置视作相对$(thing)物体空间$()中质心的偏移量,即相对 (0, 0, 0) 的偏移量。" } \ No newline at end of file From ccc67716ce543ea7171c8b7a46ebdb2a8665afc2 Mon Sep 17 00:00:00 2001 From: ChuijkYahus <94828194+ChuijkYahus@users.noreply.github.com> Date: Mon, 12 Jan 2026 21:02:20 +0800 Subject: [PATCH 3/3] HexxySkies fix --- .../assets/modrinth-hexsky/hexsky/README.md | 1 - .../modrinth-hexsky/hexsky/packer-policy.json | 6 ------ .../assets/modrinth-hexxyskies/hexsky/README.md | 1 + .../hexsky/lang/en_us.json | 0 .../hexsky/packer-policy.json | 6 ++++++ .../1.20/assets/modrinth-hexsky/hexsky/README.md | 16 ---------------- .../assets/modrinth-hexxyskies/hexsky/README.md | 16 ++++++++++++++++ .../hexsky/lang/en_us.json | 0 .../hexsky/lang/zh_cn.json | 2 +- 9 files changed, 24 insertions(+), 24 deletions(-) delete mode 100644 projects/1.20-fabric/assets/modrinth-hexsky/hexsky/README.md delete mode 100644 projects/1.20-fabric/assets/modrinth-hexsky/hexsky/packer-policy.json create mode 100644 projects/1.20-fabric/assets/modrinth-hexxyskies/hexsky/README.md rename projects/1.20-fabric/assets/{modrinth-hexsky => modrinth-hexxyskies}/hexsky/lang/en_us.json (100%) create mode 100644 projects/1.20-fabric/assets/modrinth-hexxyskies/hexsky/packer-policy.json delete mode 100644 projects/1.20/assets/modrinth-hexsky/hexsky/README.md create mode 100644 projects/1.20/assets/modrinth-hexxyskies/hexsky/README.md rename projects/1.20/assets/{modrinth-hexsky => modrinth-hexxyskies}/hexsky/lang/en_us.json (100%) rename projects/1.20/assets/{modrinth-hexsky => modrinth-hexxyskies}/hexsky/lang/zh_cn.json (97%) diff --git a/projects/1.20-fabric/assets/modrinth-hexsky/hexsky/README.md b/projects/1.20-fabric/assets/modrinth-hexsky/hexsky/README.md deleted file mode 100644 index 9e8163252705..000000000000 --- a/projects/1.20-fabric/assets/modrinth-hexsky/hexsky/README.md +++ /dev/null @@ -1 +0,0 @@ -[见主文档](/projects/1.20/assets/modrinth-hexsky/hexsky) \ No newline at end of file diff --git a/projects/1.20-fabric/assets/modrinth-hexsky/hexsky/packer-policy.json b/projects/1.20-fabric/assets/modrinth-hexsky/hexsky/packer-policy.json deleted file mode 100644 index 96b9756d44b9..000000000000 --- a/projects/1.20-fabric/assets/modrinth-hexsky/hexsky/packer-policy.json +++ /dev/null @@ -1,6 +0,0 @@ -[ - { - "type": "indirect", - "source": "projects/1.20/assets/modrinth-hexsky/hexsky" - } -] \ No newline at end of file diff --git a/projects/1.20-fabric/assets/modrinth-hexxyskies/hexsky/README.md b/projects/1.20-fabric/assets/modrinth-hexxyskies/hexsky/README.md new file mode 100644 index 000000000000..12978fa74dda --- /dev/null +++ b/projects/1.20-fabric/assets/modrinth-hexxyskies/hexsky/README.md @@ -0,0 +1 @@ +[见主文档](/projects/1.20/assets/modrinth-hexxyskies/hexsky) \ No newline at end of file diff --git a/projects/1.20-fabric/assets/modrinth-hexsky/hexsky/lang/en_us.json b/projects/1.20-fabric/assets/modrinth-hexxyskies/hexsky/lang/en_us.json similarity index 100% rename from projects/1.20-fabric/assets/modrinth-hexsky/hexsky/lang/en_us.json rename to projects/1.20-fabric/assets/modrinth-hexxyskies/hexsky/lang/en_us.json diff --git a/projects/1.20-fabric/assets/modrinth-hexxyskies/hexsky/packer-policy.json b/projects/1.20-fabric/assets/modrinth-hexxyskies/hexsky/packer-policy.json new file mode 100644 index 000000000000..61447aea4a62 --- /dev/null +++ b/projects/1.20-fabric/assets/modrinth-hexxyskies/hexsky/packer-policy.json @@ -0,0 +1,6 @@ +[ + { + "type": "indirect", + "source": "projects/1.20/assets/modrinth-hexxyskies/hexsky" + } +] \ No newline at end of file diff --git a/projects/1.20/assets/modrinth-hexsky/hexsky/README.md b/projects/1.20/assets/modrinth-hexsky/hexsky/README.md deleted file mode 100644 index efe359d30069..000000000000 --- a/projects/1.20/assets/modrinth-hexsky/hexsky/README.md +++ /dev/null @@ -1,16 +0,0 @@ -### 总概 - -```mermaid -flowchart LR - 1.20.1 -->|indirect| 1.20.1-fabric -``` - -``` -1.20.1 - └── 1.20.1-fabric -``` - -### 链接区域 - -- [1.20.1](/projects/1.20/assets/modrinth-hexsky/hexsky) -- [1.20.1-fabric](/projects/1.20-fabric/assets/modrinth-hexsky/hexsky) \ No newline at end of file diff --git a/projects/1.20/assets/modrinth-hexxyskies/hexsky/README.md b/projects/1.20/assets/modrinth-hexxyskies/hexsky/README.md new file mode 100644 index 000000000000..b0a346a135e7 --- /dev/null +++ b/projects/1.20/assets/modrinth-hexxyskies/hexsky/README.md @@ -0,0 +1,16 @@ +### 总概 + +```mermaid +flowchart LR + 1.20.1 -->|indirect| 1.20.1-fabric +``` + +``` +1.20.1 + └── 1.20.1-fabric +``` + +### 链接区域 + +- [1.20.1](/projects/1.20/assets/modrinth-hexxyskies/hexsky) +- [1.20.1-fabric](/projects/1.20-fabric/assets/modrinth-hexxyskies/hexsky) \ No newline at end of file diff --git a/projects/1.20/assets/modrinth-hexsky/hexsky/lang/en_us.json b/projects/1.20/assets/modrinth-hexxyskies/hexsky/lang/en_us.json similarity index 100% rename from projects/1.20/assets/modrinth-hexsky/hexsky/lang/en_us.json rename to projects/1.20/assets/modrinth-hexxyskies/hexsky/lang/en_us.json diff --git a/projects/1.20/assets/modrinth-hexsky/hexsky/lang/zh_cn.json b/projects/1.20/assets/modrinth-hexxyskies/hexsky/lang/zh_cn.json similarity index 97% rename from projects/1.20/assets/modrinth-hexsky/hexsky/lang/zh_cn.json rename to projects/1.20/assets/modrinth-hexxyskies/hexsky/lang/zh_cn.json index 0ac20b5cac73..b6c346c78462 100644 --- a/projects/1.20/assets/modrinth-hexsky/hexsky/lang/zh_cn.json +++ b/projects/1.20/assets/modrinth-hexxyskies/hexsky/lang/zh_cn.json @@ -10,7 +10,7 @@ "hexcasting.mishap.ship_too_far": "无效船只!船只“%s”距离过远!", "hexxyskies.entry.navimancy.basics": "航行术 101", - "hexxyskies.page.basics.navimancy.intro": "虽然许多生物性、机械性、媒质融注性构造都能从环境中独立出来,但它们仍受到诸多物理限制,或是无法具有物理实体,或是无法搭载其他构造。而在导航军团的帮助之下,我成功地将世界的一部分组装为了刚性的独立物体,称作$(thing)船只$(),且能控制它们。", + "hexxyskies.page.basics.navimancy.intro": "虽然许多生物性、机械性、媒质融注性构造都能从环境中独立出来,但它们仍受到诸多物理限制,或是无法具有物理实体,或是无法搭载其他构造。而在导航联合会的帮助之下,我成功地将世界的一部分组装为了刚性的独立物体,称作$(thing)船只$(),且能控制它们。", "hexxyskies.title.basics.navimancy.space": "参考空间", "hexxyskies.page.basics.navimancy.space.world": "$(thing)世界空间$()是当前的游玩区域,渲染$(thing)船只$()和与之交互使用此空间的位置。在$(thing)世界空间$()中施加的力和力矩处于全局环境,其效果不受$(thing)船只$()朝向和尺寸的影响。偏移量的计算以$(thing)世界空间$()中$(l:patterns/navimancy#hexxyskies:com/world)质心$()的位置为基准。", "hexxyskies.page.basics.navimancy.space.model_body": "$(thing)船载空间或模型空间$()是$(thing)船只$()实际存在的空间,引用它们使用此空间的位置。在$(thing)模型空间$()中施加的力和力矩处于局部环境,且其效果会受$(thing)船只$()朝向和尺寸的影响。偏移量的计算以$(thing)模型空间$()中$(l:patterns/navimancy#hexxyskies:com/model)质心$()的位置为基准。$(br2)$(thing)物体空间$()与$(thing)模型空间$()类似,但其质心固定为 (0, 0, 0)。",