From 5003ddd30d3be94a6c52d68c69913ea0116218cb Mon Sep 17 00:00:00 2001 From: ChuijkYahus <94828194+ChuijkYahus@users.noreply.github.com> Date: Sat, 20 Dec 2025 21:38:50 +0800 Subject: [PATCH 1/6] =?UTF-8?q?YAHA=20update=EF=BC=9A=E5=AE=98=E5=BA=93?= =?UTF-8?q?=E6=9B=B4=E6=96=B0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../1.20/assets/modrinth-yaha/yaha/lang/en_us.json | 12 ++++++++++-- .../1.20/assets/modrinth-yaha/yaha/lang/zh_cn.json | 12 ++++++++++-- 2 files changed, 20 insertions(+), 4 deletions(-) diff --git a/projects/1.20/assets/modrinth-yaha/yaha/lang/en_us.json b/projects/1.20/assets/modrinth-yaha/yaha/lang/en_us.json index 7dd0b9e449b7..b6a1c80769dc 100644 --- a/projects/1.20/assets/modrinth-yaha/yaha/lang/en_us.json +++ b/projects/1.20/assets/modrinth-yaha/yaha/lang/en_us.json @@ -9,6 +9,11 @@ "advancements.yaha.susception.description": "Bury a block in its own kind for more block per block.", "death.attack.yaha.paper_plane": "%1$s was dealt a fatal paper cut by %2$s", "death.attack.yaha.paper_plane.item": "%1$s was dealt a fatal paper cut by %2$s using %3$s", + "death.attack.yaha.anvil": "%2$s flattened %1$s with an anvil", + "death.attack.yaha.anvil.item": "%2$s flattened %1$s with an anvil while wielding %3$s", + "entity.yaha.paper_plane": "Paper Plane", + "entity.yaha.time_bomb": "Time Bomb", + "entity.yaha.anvil": "Amethyst Anvil", "item.yaha.time_bomb": "Disarmed Time Bomb", "item.yaha.spindle": "Thought Knot Spindle", "item.yaha.pouch": "Focal Pouch", @@ -25,7 +30,7 @@ "yaha.page.bundles.1": "These act similarly to $(item)Bundles$() for the insertion and removal of items. Right-clicking with the spindle or pouch in my off-hand will eject all stored items onto the ground.$(br2)It seems these tools can also be read from with $(l:patterns/readwrite#hexcasting:read)$(action)Scribe's Reflection$(). What returns is the iota of a randomly chosen $(l:items/thought_knot)Thought Knot$() or $(l:items/focus)Focus$(), or null if the chosen item had no iota stored.", "yaha.page.armaments.title": "Caster's Armaments", - "yaha.page.armaments.0": "I've devised a set of media-borne weaponry to improve upon my offensive Hexes in flair, if not in power.", + "yaha.page.armaments.0": "I've devised a set of media-borne weaponry to improve upon my offensive Hexes in flair, if not in power.$(br2)Unlike most projectiles, $(l:patterns/basics#hexcasting:get_entity_look)Alidade's Purification$() is consistent with the velocity of the projectiles conjured by these spells.", "hexcasting.action.yaha:paper_plane": "Conjure Paper Plane", "yaha.page.paper_plane.summary": "Summons a projectile that slowly flies towards the given entity, dealing a heart of damage. Costs one $(l:items/amethyst)$(item)Amethyst Dust$(). Adds itself onto the stack.", "yaha.page.paper_plane.0": "A sheet of media bearing the iota of an entity, folded like a paper plane. The embedded iota coerces the plane towards its target. With such fragile construction, it does not deal much damage and loses form after about 10 seconds. Planes can also be redirected, much like a fireball, and lose their target upon doing so.", @@ -35,9 +40,12 @@ "hexcasting.action.yaha:time_bomb": "Conjure Time Bomb", "yaha.page.time_bomb.summary": "$(br)Summons a floating projectile that casts after a given duration. Costs one $(l:items/amethyst)$(item)Charged Amethyst$(), plus the media given to the bomb. Adds itself onto the stack.", "yaha.page.time_bomb.0": "A hex wrapped in layers of media, quickly shedding upon detonation.$(br2)The required arguments are as follows:$(li)The position of the bomb$(li)A list of patterns to be cast by the bomb$(li)The amount of media in units of $(l:items/amethyst)$(item)Dust$() given to the bomb's cast$(li)The duration before casting, in ticks", - "yaha.page.time_bomb.1": "The bomb casts as the player that produced it, has an ambit of 8 blocks around it, and can be knocked back by attacks and other projectiles. The bomb entity still exists during its cast, which must be considered when dealing with $(l:patterns/entities)Zone Distillations$()", + "yaha.page.time_bomb.1": "The bomb casts as the player that produced it, has an ambit of 8 blocks around it, and can be knocked back by attacks and other projectiles. The bomb entity still exists during its cast and disintegrates after, which must be considered when dealing with $(l:patterns/entities)Zone Distillations$()", "hexcasting.action.yaha:time_bomb_pos": "Kavruka Reflection", "yaha.page.time_bomb_pos.summary": "Returns the position of the time bomb casting this pattern. Mishaps if not cast by a bomb.", + "hexcasting.action.yaha:anvil": "Conjure Anvil", + "yaha.page.anvil.summary": "Summons an anvil that deals damage based on its velocity. Damage dealt never goes above 5 hearts. Costs one $(l:items/amethyst)$(item)Charged Amethyst$(). Adds itself onto the stack.", + "yaha.page.anvil.0": "Dense yet brittle, shattering upon collision with the ground or when it has collided with an entity thrice. The anvil does not collide with other anvils, or with paper planes that belong to the same caster.$(br2)$(italic)i think i just heard \"1000 falling anvil danmaku\" two squads over.", "yaha.page.spells.title": "Yaha Spells", "hexcasting.action.yaha:sussify_block": "Bury Item", diff --git a/projects/1.20/assets/modrinth-yaha/yaha/lang/zh_cn.json b/projects/1.20/assets/modrinth-yaha/yaha/lang/zh_cn.json index 2f383fed8c02..7d4bfb672582 100644 --- a/projects/1.20/assets/modrinth-yaha/yaha/lang/zh_cn.json +++ b/projects/1.20/assets/modrinth-yaha/yaha/lang/zh_cn.json @@ -9,6 +9,11 @@ "advancements.yaha.susception.description": "将方块埋入其同类方块,从而让单个方块产出更多方块。", "death.attack.yaha.paper_plane": "%1$s被%2$s用纸沿割死了", "death.attack.yaha.paper_plane.item": "%1$s被%2$s用%3$s的纸沿割死了", + "death.attack.yaha.anvil": "%2$s用紫水晶砧压扁了%1$s", + "death.attack.yaha.anvil.item": "%2$s在持有%3$s时用紫水晶砧压扁了%1$s", + "entity.yaha.paper_plane": "纸飞机", + "entity.yaha.time_bomb": "时间炸弹", + "entity.yaha.anvil": "紫水晶砧", "item.yaha.time_bomb": "被拆除的时间炸弹", "item.yaha.spindle": "结念绳纺锤", "item.yaha.pouch": "核心口袋", @@ -25,7 +30,7 @@ "yaha.page.bundles.1": "这些工具的存放和取出操作与$(item)收纳袋$()类似。副手持纺锤或口袋右击,可将其中所有物品倒出。$(br2)似乎这些工具可以使用$(l:patterns/readwrite#hexcasting:read)$(action)书吏之精思$()读取,会随机挑选一个$(l:items/thought_knot)结念绳$()或$(l:items/focus)核心$()返回其值,所选物品未存储 iota 则返回 Null。", "yaha.page.armaments.title": "施法者的兵械库", - "yaha.page.armaments.0": "我设计了一系列以媒质为基底的武器,以期增强攻击性咒术的强度,如若不然也至少能让它们更华丽。", + "yaha.page.armaments.0": "我设计了一系列以媒质为基底的武器,以期增强攻击性咒术的强度,如若不然也至少能让它们更华丽。$(br2)和大多数弹射物不一样的是,$(l:patterns/basics#hexcasting:get_entity_look)照准仪之纯化$()在处理这些法术构筑的弹射物时会与它们的速度维持一致。", "hexcasting.action.yaha:paper_plane": "构筑纸飞机", "yaha.page.paper_plane.summary": "召唤一个会缓慢飞向所给实体的弹射物,击中则造成一颗心的伤害。消耗 1 个$(l:items/amethyst)$(item)紫水晶粉$()。会将纸飞机压栈。", "yaha.page.paper_plane.0": "一张媒质构成的纸,承载着某个实体的 iota,再叠成一架纸飞机。其上 iota 会令纸飞机飞向其目标。但纸飞机较为脆弱,无法对目标造成大量伤害,且会在大约 10 秒后消散。纸飞机也可以重新定向,与火焰弹类似,若如此做则会导致其放弃原有的目标。", @@ -35,9 +40,12 @@ "hexcasting.action.yaha:time_bomb": "构筑时间炸弹", "yaha.page.time_bomb.summary": "$(br)构筑一个悬浮的弹射物,其会在给定时限后施法。消耗 1 个$(l:items/amethyst)$(item)充能紫水晶$(),额外消耗给予炸弹的媒质。会将时间炸弹压栈。", "yaha.page.time_bomb.0": "由层层媒质包裹的咒术,激发后会迅速褪去媒质外壳。$(br2)所需参数如下:$(li)炸弹的位置$(li)炸弹施放的图案列表$(li)给予炸弹、供其施法的媒质量,以$(l:items/amethyst)$(item)紫水晶粉$()计$(li)炸弹施法的延时,以刻计", - "yaha.page.time_bomb.1": "炸弹会以构筑者的身份施法,影响范围为其周围半径 8 格。可通过击打和其他弹射物击退。炸弹实体在其施法期间仍存在,使用$(l:patterns/entities)区域之馏化$()时需将此纳入考量。", + "yaha.page.time_bomb.1": "炸弹会以构筑者的身份施法,影响范围为其周围半径 8 格。可通过击打和其他弹射物击退。炸弹实体在其施法期间仍存在,结束后则会解体,使用$(l:patterns/entities)区域之馏化$()时需将此纳入考量。", "hexcasting.action.yaha:time_bomb_pos": "卡夫鲁卡之精思", "yaha.page.time_bomb_pos.summary": "返回执行此图案的时间炸弹的位置。不由炸弹执行会招致事故。", + "hexcasting.action.yaha:anvil": "构筑", + "yaha.page.anvil.summary": "构筑一个紫水晶砧,它会根据其速度造成伤害。伤害量不会超过 5 颗心。消耗 1 个$(l:items/amethyst)$(item)充能紫水晶$()。会将其自身压栈。", + "yaha.page.anvil.0": "这种砧子很致密,却也很脆弱,它们会在碰撞地面或碰撞三次实体时碎裂。它能直接穿过属于同一施法者的其他砧子和纸飞机。$(br2)$(italic)我好像听到那边在说什么“1000 个下落铁砧弹幕”还是啥的。", "yaha.page.spells.title": "Yaha 法术", "hexcasting.action.yaha:sussify_block": "埋藏物品", From b1bf57d672d6cddce8eec57ce5ec33e1afe9e179 Mon Sep 17 00:00:00 2001 From: ChuijkYahus <94828194+ChuijkYahus@users.noreply.github.com> Date: Sun, 21 Dec 2025 22:43:14 +0800 Subject: [PATCH 2/6] YAHA path HexSBM create --- .../1.20-fabric/assets/modrinth-hexsbm/hexsbm/lang/en_us.json | 4 ++++ .../1.20-fabric/assets/modrinth-hexsbm/hexsbm/lang/zh_cn.json | 4 ++++ .../assets/modrinth-yaha/yaha/lang/en_us.json | 0 .../assets/modrinth-yaha/yaha/lang/zh_cn.json | 0 4 files changed, 8 insertions(+) create mode 100644 projects/1.20-fabric/assets/modrinth-hexsbm/hexsbm/lang/en_us.json create mode 100644 projects/1.20-fabric/assets/modrinth-hexsbm/hexsbm/lang/zh_cn.json rename projects/{1.20 => 1.20-fabric}/assets/modrinth-yaha/yaha/lang/en_us.json (100%) rename projects/{1.20 => 1.20-fabric}/assets/modrinth-yaha/yaha/lang/zh_cn.json (100%) diff --git a/projects/1.20-fabric/assets/modrinth-hexsbm/hexsbm/lang/en_us.json b/projects/1.20-fabric/assets/modrinth-hexsbm/hexsbm/lang/en_us.json new file mode 100644 index 000000000000..66a89705ca24 --- /dev/null +++ b/projects/1.20-fabric/assets/modrinth-hexsbm/hexsbm/lang/en_us.json @@ -0,0 +1,4 @@ +{ + "key.hexsbm.spellbook_menu": "Open Spellbook", + "category.hexsbm.binds": "HexSBM" +} \ No newline at end of file diff --git a/projects/1.20-fabric/assets/modrinth-hexsbm/hexsbm/lang/zh_cn.json b/projects/1.20-fabric/assets/modrinth-hexsbm/hexsbm/lang/zh_cn.json new file mode 100644 index 000000000000..44b52ca5809f --- /dev/null +++ b/projects/1.20-fabric/assets/modrinth-hexsbm/hexsbm/lang/zh_cn.json @@ -0,0 +1,4 @@ +{ + "key.hexsbm.spellbook_menu": "打开法术书", + "category.hexsbm.binds": "HexSBM" +} \ No newline at end of file diff --git a/projects/1.20/assets/modrinth-yaha/yaha/lang/en_us.json b/projects/1.20-fabric/assets/modrinth-yaha/yaha/lang/en_us.json similarity index 100% rename from projects/1.20/assets/modrinth-yaha/yaha/lang/en_us.json rename to projects/1.20-fabric/assets/modrinth-yaha/yaha/lang/en_us.json diff --git a/projects/1.20/assets/modrinth-yaha/yaha/lang/zh_cn.json b/projects/1.20-fabric/assets/modrinth-yaha/yaha/lang/zh_cn.json similarity index 100% rename from projects/1.20/assets/modrinth-yaha/yaha/lang/zh_cn.json rename to projects/1.20-fabric/assets/modrinth-yaha/yaha/lang/zh_cn.json From 04a31f96abca5850fdf20c7b794b161e73a79aa3 Mon Sep 17 00:00:00 2001 From: ChuijkYahus <94828194+ChuijkYahus@users.noreply.github.com> Date: Wed, 24 Dec 2025 17:23:59 +0800 Subject: [PATCH 3/6] =?UTF-8?q?Hierophantics=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 --- .../assets/hierophantics/hierophantics/lang/en_us.json | 4 +++- .../1.20/assets/hierophantics/hierophantics/lang/en_us.json | 4 +++- .../1.20/assets/hierophantics/hierophantics/lang/zh_cn.json | 2 ++ 3 files changed, 8 insertions(+), 2 deletions(-) diff --git a/projects/1.20-fabric/assets/hierophantics/hierophantics/lang/en_us.json b/projects/1.20-fabric/assets/hierophantics/hierophantics/lang/en_us.json index cca2ad18d75f..9a1f2bd9a97e 100644 --- a/projects/1.20-fabric/assets/hierophantics/hierophantics/lang/en_us.json +++ b/projects/1.20-fabric/assets/hierophantics/hierophantics/lang/en_us.json @@ -22,6 +22,8 @@ "advancements.hierophantics.all_triggers.description": "Have an embedded mind with each possible trigger type", "advancements.hierophantics.fuse_villagers.title": "Two Into One", "advancements.hierophantics.fuse_villagers.description": "Embed a villager's mind into another villager", + "advancements.hierophantics.fuse_to_self.title": "Out-of-Body Experience", + "advancements.hierophantics.fuse_to_self.description": "Embed a villager's mind back into its own body - what were you expecting?", "hierophantics.tooltip.mind_reference": "Embedded Mind \"%s\"", "hierophantics.tooltip.trigger": "Trigger: When %s", @@ -133,7 +135,7 @@ "hierophantics.page.get_mind_trigger.summary": "Pushes the trigger stored in the provided mind, or $(l:casting/influences)$(thing)Null$() if there isn't one.", "hierophantics.page.set_mind_trigger.summary": "Stores the provided trigger into the mind. If the mind already has a trigger, it will be overwritten. Costs one $(l:items/amethyst)$(item)Amethyst Shard$().", "hierophantics.page.mute_mind.summary": "Suppresses sound and particles from the provided mind's casting, based on the state of the bool. If true, the mind will be muted; if false, it will be unmuted.", - "hierophantics.page.free_mind.summary": "Permanently removes an embedded mind from my own consciousness.$(br2)I wonder what happens to them, when they go?", + "hierophantics.page.free_mind.summary": "Permanently removes an embedded mind from my own consciousness.$(br2)I wonder what happens to them when they go?", "hierophantics.page.triggers.title": "Hierophantic Triggers", "hierophantics.page.triggers.0": "My $(l:greatwork/hierophantics)embedded minds$() are independent to a point, but they cannot truly think for themselves. Thus, in order to begin casting, they require a trigger of some kind. The patterns listed here are used to create these triggers, based on a variety of common occurances. Once created, a trigger can be assigned to a mind using $(l:patterns/mind_handling#hierophantics:set_mind_trigger)Trigger Gambit$().", diff --git a/projects/1.20/assets/hierophantics/hierophantics/lang/en_us.json b/projects/1.20/assets/hierophantics/hierophantics/lang/en_us.json index cca2ad18d75f..9a1f2bd9a97e 100644 --- a/projects/1.20/assets/hierophantics/hierophantics/lang/en_us.json +++ b/projects/1.20/assets/hierophantics/hierophantics/lang/en_us.json @@ -22,6 +22,8 @@ "advancements.hierophantics.all_triggers.description": "Have an embedded mind with each possible trigger type", "advancements.hierophantics.fuse_villagers.title": "Two Into One", "advancements.hierophantics.fuse_villagers.description": "Embed a villager's mind into another villager", + "advancements.hierophantics.fuse_to_self.title": "Out-of-Body Experience", + "advancements.hierophantics.fuse_to_self.description": "Embed a villager's mind back into its own body - what were you expecting?", "hierophantics.tooltip.mind_reference": "Embedded Mind \"%s\"", "hierophantics.tooltip.trigger": "Trigger: When %s", @@ -133,7 +135,7 @@ "hierophantics.page.get_mind_trigger.summary": "Pushes the trigger stored in the provided mind, or $(l:casting/influences)$(thing)Null$() if there isn't one.", "hierophantics.page.set_mind_trigger.summary": "Stores the provided trigger into the mind. If the mind already has a trigger, it will be overwritten. Costs one $(l:items/amethyst)$(item)Amethyst Shard$().", "hierophantics.page.mute_mind.summary": "Suppresses sound and particles from the provided mind's casting, based on the state of the bool. If true, the mind will be muted; if false, it will be unmuted.", - "hierophantics.page.free_mind.summary": "Permanently removes an embedded mind from my own consciousness.$(br2)I wonder what happens to them, when they go?", + "hierophantics.page.free_mind.summary": "Permanently removes an embedded mind from my own consciousness.$(br2)I wonder what happens to them when they go?", "hierophantics.page.triggers.title": "Hierophantic Triggers", "hierophantics.page.triggers.0": "My $(l:greatwork/hierophantics)embedded minds$() are independent to a point, but they cannot truly think for themselves. Thus, in order to begin casting, they require a trigger of some kind. The patterns listed here are used to create these triggers, based on a variety of common occurances. Once created, a trigger can be assigned to a mind using $(l:patterns/mind_handling#hierophantics:set_mind_trigger)Trigger Gambit$().", diff --git a/projects/1.20/assets/hierophantics/hierophantics/lang/zh_cn.json b/projects/1.20/assets/hierophantics/hierophantics/lang/zh_cn.json index 028e4354ca68..e52d7d2c59c5 100644 --- a/projects/1.20/assets/hierophantics/hierophantics/lang/zh_cn.json +++ b/projects/1.20/assets/hierophantics/hierophantics/lang/zh_cn.json @@ -22,6 +22,8 @@ "advancements.hierophantics.all_triggers.description": "为每种触发条件都准备一个内嵌意识", "advancements.hierophantics.fuse_villagers.title": "二合一", "advancements.hierophantics.fuse_villagers.description": "将村民的意识嵌入另一个村民", + "advancements.hierophantics.fuse_to_self.title": "灵魂出窍体验", + "advancements.hierophantics.fuse_to_self.description": "将村民的仪式重新嵌入其躯体——你在期待什么?", "hierophantics.tooltip.mind_reference": "内嵌意识“%s”", "hierophantics.tooltip.trigger": "触发条件:%s时", From 8021b5ffb6bde95a609799f6a3fe109c293f0ce7 Mon Sep 17 00:00:00 2001 From: ChuijkYahus <94828194+ChuijkYahus@users.noreply.github.com> Date: Mon, 29 Dec 2025 22:19:14 +0800 Subject: [PATCH 4/6] =?UTF-8?q?YAHA=20update=EF=BC=9A=E5=AE=98=E5=BA=93?= =?UTF-8?q?=E6=9B=B4=E6=96=B0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../1.20-fabric/assets/modrinth-yaha/yaha/lang/en_us.json | 7 ++++--- .../1.20-fabric/assets/modrinth-yaha/yaha/lang/zh_cn.json | 7 ++++--- 2 files changed, 8 insertions(+), 6 deletions(-) diff --git a/projects/1.20-fabric/assets/modrinth-yaha/yaha/lang/en_us.json b/projects/1.20-fabric/assets/modrinth-yaha/yaha/lang/en_us.json index b6a1c80769dc..d2b55d224cdc 100644 --- a/projects/1.20-fabric/assets/modrinth-yaha/yaha/lang/en_us.json +++ b/projects/1.20-fabric/assets/modrinth-yaha/yaha/lang/en_us.json @@ -39,8 +39,8 @@ "yaha.page.paper_plane_target.summary": "Returns the target of a paper plane, or null if it does not have one.", "hexcasting.action.yaha:time_bomb": "Conjure Time Bomb", "yaha.page.time_bomb.summary": "$(br)Summons a floating projectile that casts after a given duration. Costs one $(l:items/amethyst)$(item)Charged Amethyst$(), plus the media given to the bomb. Adds itself onto the stack.", - "yaha.page.time_bomb.0": "A hex wrapped in layers of media, quickly shedding upon detonation.$(br2)The required arguments are as follows:$(li)The position of the bomb$(li)A list of patterns to be cast by the bomb$(li)The amount of media in units of $(l:items/amethyst)$(item)Dust$() given to the bomb's cast$(li)The duration before casting, in ticks", - "yaha.page.time_bomb.1": "The bomb casts as the player that produced it, has an ambit of 8 blocks around it, and can be knocked back by attacks and other projectiles. The bomb entity still exists during its cast and disintegrates after, which must be considered when dealing with $(l:patterns/entities)Zone Distillations$()", + "yaha.page.time_bomb.0": "A hex suspended in a fluid of media and encased in clear amethyst.$(br2)The required arguments are as follows:$(li)The position of the bomb$(li)A list of patterns to be cast by the bomb$(li)The amount of media in units of $(l:items/amethyst)$(item)Dust$() given to the bomb's cast$(li)The duration before casting, in ticks", + "yaha.page.time_bomb.1": "The bomb casts as the player that produced it, has an ambit of 8 blocks around it, and can be knocked back by attacks and other projectiles. The bomb entity still exists during its cast and disintegrates after, which must be considered when dealing with $(l:patterns/entities)Zone Distillations$().$(br2)$(italic)A slow, whorling current of violet pearlescence.$(br)It is entrancing - more than any other device I have been given yet", "hexcasting.action.yaha:time_bomb_pos": "Kavruka Reflection", "yaha.page.time_bomb_pos.summary": "Returns the position of the time bomb casting this pattern. Mishaps if not cast by a bomb.", "hexcasting.action.yaha:anvil": "Conjure Anvil", @@ -51,5 +51,6 @@ "hexcasting.action.yaha:sussify_block": "Bury Item", "yaha.page.sussify_block.summary": "Buries the item entity into a sand or gravel block, forming suspicious sand/gravel. Costs an eighth of an $(l:items/amethyst)$(item)Amethyst Dust$().", "hexcasting.action.yaha:potion_to_item": "Pluck", - "yaha.page.potion_to_item.summary": "Plucks a potion out of the air, turning it into an item entity. Costs one $(l:items/amethyst)$(item)Charged Amethyst$().$(br2)I do wonder... what would happen if a projectile were to cast this onto itself?" + "yaha.page.potion_to_item.summary": "Plucks a potion out of the air, turning it into an item entity. Costs one $(l:items/amethyst)$(item)Charged Amethyst$().", + "yaha.page.potion_to_item.0": "From what I have discerned, the definition of a \"potion\", as far as Nature is concerned, is simply \"some fluid within some clear vessel that shatters.\" I do not yet see a use for my findings." } \ No newline at end of file diff --git a/projects/1.20-fabric/assets/modrinth-yaha/yaha/lang/zh_cn.json b/projects/1.20-fabric/assets/modrinth-yaha/yaha/lang/zh_cn.json index 7d4bfb672582..cbc8bc179745 100644 --- a/projects/1.20-fabric/assets/modrinth-yaha/yaha/lang/zh_cn.json +++ b/projects/1.20-fabric/assets/modrinth-yaha/yaha/lang/zh_cn.json @@ -39,8 +39,8 @@ "yaha.page.paper_plane_target.summary": "返回纸飞机的目标,若没有则返回 Null。", "hexcasting.action.yaha:time_bomb": "构筑时间炸弹", "yaha.page.time_bomb.summary": "$(br)构筑一个悬浮的弹射物,其会在给定时限后施法。消耗 1 个$(l:items/amethyst)$(item)充能紫水晶$(),额外消耗给予炸弹的媒质。会将时间炸弹压栈。", - "yaha.page.time_bomb.0": "由层层媒质包裹的咒术,激发后会迅速褪去媒质外壳。$(br2)所需参数如下:$(li)炸弹的位置$(li)炸弹施放的图案列表$(li)给予炸弹、供其施法的媒质量,以$(l:items/amethyst)$(item)紫水晶粉$()计$(li)炸弹施法的延时,以刻计", - "yaha.page.time_bomb.1": "炸弹会以构筑者的身份施法,影响范围为其周围半径 8 格。可通过击打和其他弹射物击退。炸弹实体在其施法期间仍存在,结束后则会解体,使用$(l:patterns/entities)区域之馏化$()时需将此纳入考量。", + "yaha.page.time_bomb.0": "由澄清的紫水晶包裹的媒质流体,内部存有一则咒术。$(br2)所需参数如下:$(li)炸弹的位置$(li)炸弹施放的图案列表$(li)给予炸弹、供其施法的媒质量,以$(l:items/amethyst)$(item)紫水晶粉$()计$(li)炸弹施法的延时,以刻计", + "yaha.page.time_bomb.1": "炸弹会以构筑者的身份施法,影响范围为其周围半径 8 格。可通过击打和其他弹射物击退。炸弹实体在其施法期间仍存在,结束后则会解体,使用$(l:patterns/entities)区域之馏化$()时需将此纳入考量。$(br2)$(italic)缓慢旋动的涡流,闪着紫罗兰色的光泽。$(br)引人入迷——远甚于我曾遇到过的所有其他物品。", "hexcasting.action.yaha:time_bomb_pos": "卡夫鲁卡之精思", "yaha.page.time_bomb_pos.summary": "返回执行此图案的时间炸弹的位置。不由炸弹执行会招致事故。", "hexcasting.action.yaha:anvil": "构筑", @@ -51,5 +51,6 @@ "hexcasting.action.yaha:sussify_block": "埋藏物品", "yaha.page.sussify_block.summary": "将物品实体埋入沙子或沙砾方块,从而形成可疑的沙子/沙砾。消耗 1/8 个$(l:items/amethyst)$(item)紫水晶粉$()。", "hexcasting.action.yaha:potion_to_item": "截停", - "yaha.page.potion_to_item.summary": "截停飞行的药水,将其变为物品实体。消耗 1 个$(l:items/amethyst)$(item)充能紫水晶$()。$(br2)我倒好奇……要是某种弹射物对自己施放这个,会怎么样?" + "yaha.page.potion_to_item.summary": "截停飞行的药水,将其变为物品实体。消耗 1 个$(l:items/amethyst)$(item)充能紫水晶$()。", + "yaha.page.potion_to_item.0": "从我的验证看来,自然眼中的所谓“药水”,只不过是“会碎裂的澄澈容器,其中装有流体”。目前我还不太清楚这项发现的用途。" } \ No newline at end of file From eaeb36efc1397876e5c6c58c156905d2bcfca973 Mon Sep 17 00:00:00 2001 From: ChuijkYahus <94828194+ChuijkYahus@users.noreply.github.com> Date: Mon, 12 Jan 2026 22:49:17 +0800 Subject: [PATCH 5/6] =?UTF-8?q?HexSBM=20update=EF=BC=9A=E5=AE=98=E5=BA=93?= =?UTF-8?q?=E6=9B=B4=E6=96=B0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../modrinth-hexsbm/hexsbm/lang/en_us.json | 37 +++++++++++++++++- .../modrinth-hexsbm/hexsbm/lang/ru_ru.json | 39 +++++++++++++++++++ .../modrinth-hexsbm/hexsbm/lang/zh_cn.json | 37 +++++++++++++++++- 3 files changed, 111 insertions(+), 2 deletions(-) create mode 100644 projects/1.20-fabric/assets/modrinth-hexsbm/hexsbm/lang/ru_ru.json diff --git a/projects/1.20-fabric/assets/modrinth-hexsbm/hexsbm/lang/en_us.json b/projects/1.20-fabric/assets/modrinth-hexsbm/hexsbm/lang/en_us.json index 66a89705ca24..bad880b4b694 100644 --- a/projects/1.20-fabric/assets/modrinth-hexsbm/hexsbm/lang/en_us.json +++ b/projects/1.20-fabric/assets/modrinth-hexsbm/hexsbm/lang/en_us.json @@ -1,4 +1,39 @@ { "key.hexsbm.spellbook_menu": "Open Spellbook", - "category.hexsbm.binds": "HexSBM" + "category.hexsbm.binds": "HexSBM", + + "hexsbm.ui.behavior": "Behavior", + "hexsbm.ui.spell_ring": "Spell Ring", + "hexsbm.ui.group_ring": "Group Ring", + "hexsbm.ui.color": "Color", + "hexsbm.ui.reset": "Reset", + "hexsbm.ui.title": "UI Settings", + "hexsbm.ui.tooltips": "Tooltips", + "hexsbm.ui.close_on_miss_click": "Close on miss-click", + "hexsbm.ui.auto_color": "Auto-color", + "hexsbm.ui.gradient": "Gradient", + "hexsbm.ui.save": "Save", + "hexsbm.ui.reset_changes": "Reset", + "hexsbm.ui.reset_all": "RESET ALL", + "hexsbm.ui.outer_radius": "Outer Radius", + "hexsbm.ui.inner_radius": "Inner Radius", + "hexsbm.ui.icon_offset": "Icon Offset", + "hexsbm.ui.a": "A", + "hexsbm.ui.r": "R", + "hexsbm.ui.g": "G", + "hexsbm.ui.b": "B", + "hexsbm.ui.open_menu": "Open Menu", + "hexsbm.ui.hold": "Hold", + "hexsbm.ui.press": "Press", + "hexsbm.ui.mode": "Mode", + "hexsbm.ui.by_spell": "By Spell", + "hexsbm.ui.always": "Always", + "hexsbm.ui.never": "Never", + "hexsbm.ui.page": "Page %s", + "hexsbm.ui.gradient_outer": "Gradient: Outer", + "hexsbm.ui.gradient_inner": "Gradient: Inner", + "hexsbm.ui.gradient_active_lighten": "Active +", + "hexsbm.ui.gradient_hover_lighten": "Hover +", + "hexsbm.ui.gradient_inactive_lighten": "Inactive +", + "hexsbm.ui.gradient_inactive_darken": "Inactive -" } \ No newline at end of file diff --git a/projects/1.20-fabric/assets/modrinth-hexsbm/hexsbm/lang/ru_ru.json b/projects/1.20-fabric/assets/modrinth-hexsbm/hexsbm/lang/ru_ru.json new file mode 100644 index 000000000000..26680e8021eb --- /dev/null +++ b/projects/1.20-fabric/assets/modrinth-hexsbm/hexsbm/lang/ru_ru.json @@ -0,0 +1,39 @@ +{ + "key.hexsbm.spellbook_menu": "Открыть книгу заклинаний", + "category.hexsbm.binds": "HexSBM", + + "hexsbm.ui.behavior": "Поведение", + "hexsbm.ui.spell_ring": "Кольцо заклинаний", + "hexsbm.ui.group_ring": "Кольцо групп", + "hexsbm.ui.color": "Цвет", + "hexsbm.ui.reset": "Сброс", + "hexsbm.ui.title": "Настройки интерфейса", + "hexsbm.ui.tooltips": "Подсказки", + "hexsbm.ui.close_on_miss_click": "Закрывать при промахе", + "hexsbm.ui.auto_color": "Авто-цвет", + "hexsbm.ui.gradient": "Градиент", + "hexsbm.ui.save": "Сохранить", + "hexsbm.ui.reset_changes": "Сбросить", + "hexsbm.ui.reset_all": "СБРОСИТЬ ВСЕ", + "hexsbm.ui.outer_radius": "Внешний радиус", + "hexsbm.ui.inner_radius": "Внутренний радиус", + "hexsbm.ui.icon_offset": "Смещение иконок", + "hexsbm.ui.a": "A", + "hexsbm.ui.r": "R", + "hexsbm.ui.g": "G", + "hexsbm.ui.b": "B", + "hexsbm.ui.open_menu": "Открытие меню", + "hexsbm.ui.hold": "Удержание", + "hexsbm.ui.press": "Нажатие", + "hexsbm.ui.mode": "Режим", + "hexsbm.ui.by_spell": "По заклинанию", + "hexsbm.ui.always": "Всегда", + "hexsbm.ui.never": "Никогда", + "hexsbm.ui.page": "Страница %s", + "hexsbm.ui.gradient_outer": "Градиент: Внешнее", + "hexsbm.ui.gradient_inner": "Градиент: Внутреннее", + "hexsbm.ui.gradient_active_lighten": "Актив. +", + "hexsbm.ui.gradient_hover_lighten": "Навед. +", + "hexsbm.ui.gradient_inactive_lighten": "Неакт. +", + "hexsbm.ui.gradient_inactive_darken": "Неакт. -" +} \ No newline at end of file diff --git a/projects/1.20-fabric/assets/modrinth-hexsbm/hexsbm/lang/zh_cn.json b/projects/1.20-fabric/assets/modrinth-hexsbm/hexsbm/lang/zh_cn.json index 44b52ca5809f..b05be204b793 100644 --- a/projects/1.20-fabric/assets/modrinth-hexsbm/hexsbm/lang/zh_cn.json +++ b/projects/1.20-fabric/assets/modrinth-hexsbm/hexsbm/lang/zh_cn.json @@ -1,4 +1,39 @@ { "key.hexsbm.spellbook_menu": "打开法术书", - "category.hexsbm.binds": "HexSBM" + "category.hexsbm.binds": "HexSBM", + + "hexsbm.ui.behavior": "行为", + "hexsbm.ui.spell_ring": "法术环", + "hexsbm.ui.group_ring": "分组环", + "hexsbm.ui.color": "颜色", + "hexsbm.ui.reset": "重置", + "hexsbm.ui.title": "UI设置", + "hexsbm.ui.tooltips": "提示框", + "hexsbm.ui.close_on_miss_click": "点击其他位置时关闭", + "hexsbm.ui.auto_color": "自动选色", + "hexsbm.ui.gradient": "渐变", + "hexsbm.ui.save": "保存", + "hexsbm.ui.reset_changes": "重置", + "hexsbm.ui.reset_all": "重置全部", + "hexsbm.ui.outer_radius": "外半径", + "hexsbm.ui.inner_radius": "内半径", + "hexsbm.ui.icon_offset": "图标偏移量", + "hexsbm.ui.a": "A", + "hexsbm.ui.r": "R", + "hexsbm.ui.g": "G", + "hexsbm.ui.b": "B", + "hexsbm.ui.open_menu": "打开菜单", + "hexsbm.ui.hold": "按住", + "hexsbm.ui.press": "按下", + "hexsbm.ui.mode": "模式", + "hexsbm.ui.by_spell": "按法术", + "hexsbm.ui.always": "所有", + "hexsbm.ui.never": "永不", + "hexsbm.ui.page": "第%s页", + "hexsbm.ui.gradient_outer": "渐变:外部", + "hexsbm.ui.gradient_inner": "渐变:内部", + "hexsbm.ui.gradient_active_lighten": "活动 +", + "hexsbm.ui.gradient_hover_lighten": "悬停 +", + "hexsbm.ui.gradient_inactive_lighten": "非活动 +", + "hexsbm.ui.gradient_inactive_darken": "非活动 -" } \ No newline at end of file From e68684d4e4baae1e0aa3403638e3f58af4983e8d Mon Sep 17 00:00:00 2001 From: ChuijkYahus <94828194+ChuijkYahus@users.noreply.github.com> Date: Thu, 15 Jan 2026 16:25:55 +0800 Subject: [PATCH 6/6] =?UTF-8?q?Hierophantics=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 --- .../hierophantics/lang/en_us.json | 37 +++++++++---- .../hierophantics/lang/en_us.json | 37 +++++++++---- .../hierophantics/lang/zh_cn.json | 53 ++++++++++++------- 3 files changed, 86 insertions(+), 41 deletions(-) diff --git a/projects/1.20-fabric/assets/hierophantics/hierophantics/lang/en_us.json b/projects/1.20-fabric/assets/hierophantics/hierophantics/lang/en_us.json index 9a1f2bd9a97e..1db0b694aeec 100644 --- a/projects/1.20-fabric/assets/hierophantics/hierophantics/lang/en_us.json +++ b/projects/1.20-fabric/assets/hierophantics/hierophantics/lang/en_us.json @@ -45,6 +45,11 @@ "hierophantics.tooltip.trigger_type.jump": "jumping", "hierophantics.tooltip.trigger_type.teleport": "teleporting", + "hexcasting.iota.hierophantics:mind_reference": "Embedded Mind", + "hexcasting.iota.hierophantics:mind_reference.desc": "an embedded mind", + "hexcasting.iota.hierophantics:trigger": "Trigger", + "hexcasting.iota.hierophantics:trigger.desc": "a trigger", + "hexcasting.mishap.hierophantics:mind_freed": "Tried to interact with an embedded mind that doesn't exist", "hexcasting.mishap.hierophantics:minds_disabled.yours": "Your embedded minds are too unstable to %s!", "hexcasting.mishap.hierophantics:minds_disabled.other": "This embedded mind is too unstable to %s!", @@ -101,28 +106,34 @@ "hierophantics.page.hierophantics.0": "If _media can be seen as threads, if minds can be seen as tangles of such threads, then what is to stop me from weaving them together?$(br2)Thus far, when extracting the minds of villagers, I have inserted them only into artificial subtrates, but I can do better. I can $(o)become$() better.", "hierophantics.page.hierophantics.1": "By weaving additional minds into my own, I will gain the ability to cast _Hexes without requiring any conscious thought! I can simply $(l:patterns/mind_handling)provide$() a _Hex, and a $(l:patterns/triggers)condition$() under which to cast it, and the embedded mind will handle the rest on its own. With all the bothers of everyday life automatically handled, I can finally dedicate myself to whatever I... whatever we...$(br2)...what am I?", "hierophantics.page.hierophantics.2": "Focus, focus. There is a snag in the plan. I cannot modify the structure of my own mind midway through a _Hex without running the risk of unraveling it entirely – and I am not yet $(o)that$() insane.$(br2)Thus, I require some artifice. I can create a bed of sorts which, when provided with an extracted mind via the usual process, can weave it into my psyche without requiring any cognition on my part.", - "hierophantics.page.hierophantics.craft": "I can then use some $(l:greatwork/impetus)$(item)external device$() to perform the extraction itself, transferring the mind into the bed while I simply lay there until the process – the $(o)integration$() – is complete.", - "hierophantics.page.hierophantics.flay": "The process requires a master-level villager, which can be transferred into either of the two blocks that make up the $(item)Imbuement Bed$(). However, if I am not in the bed at the moment the spell is cast, the mind will be wasted.", + "hierophantics.page.hierophantics.bed": "My notes on the $(l:items/imbuement_bed)$(item)Imbuement Bed$() and its usage can be found in their own entry. Once I've constructed it, I can then use some $(l:greatwork/impetus)$(item)external device$() to perform the extraction, transferring the mind into the bed while I simply lay there until the process – the $(o)integration$() – is complete.", + "hierophantics.page.hierophantics.flay": "This process requires an apprentice-level villager, as it is in concept quite similar to the creation of an $(l:greatwork/impetus)$(item)Impetus$(). I must remember to be lying in the $(l:items/imbuement_bed)$(item)Imbuement Bed$() at the moment the spell is cast, or the mind will be lost.", "hierophantics.page.hierophantics.3": "So long as a supply of suitable minds is available, I can repeat the imbuement process as many times as I desire. With enough minds, I could set up a contingency for anything - for everything!$(br2)However, the more minds I incorporate, the more I begin to notice strange things: glints of green out of the corner of my eye, voices echoing from nowhere...$(br2)I'm sure it's hrrmless.", - "hierophantics.page.allay_imbuement.title": "Allay Imbuement", - "hierophantics.page.allay_imbuement.0": "Using $(l:greatwork/quenching_allays)allays$(), I have been able to enhance the _media density of a solid crystal. It has become increasingly clear that my own mind is nothing more than a particularly active cluster of _media, so why not apply the same process to myself? The resulting mental convolutions will allow me to cast much more efficiently, conserving a significant fraction of the _media I would otherwise consume.", - "hierophantics.page.allay_imbuement.flay": "The unique properties of allays make the $(l:greatwork/hierophantics)process$() less expensive than usual. However, those same properties also mean that the mind cannot remain permanently interwoven with my own - it will inevitably disspate over time.", - "hierophantics.page.allay_imbuement.1": "I can mitigate the dissipation by simply weaving in additional allays. However, the more I add, the less additional duration I seem to gain from each one.$(br2)I've also noticed some side effects. Perhaps my enhanced mind can more easily glimpse the true shape of the world?$(br2)Everything shimmers and twists, and the threads glint beneath, and it is all one grand tapestry $(l)in$() and $(l)out$() and $(l)up$() and $(l)down$() and $(k)EVERYWHERE$()", - "hierophantics.page.villager_enhancement.title": "Villager Enhancement", - "hierophantics.page.villager_enhancement.0": "Many of my recent constructs require a sufficiently developed mind. Thus far, such development has only been possible by submitting to the demands of villagers, and providing them with an increasingly eclectic array of materials and gemstones.$(br2)Such work is clearly beneath me. Now, with the $(l:greatwork/hierophantics)$(item)Imbuement Bed$(), I finally have a solution!", + "hierophantics.page.villager_enhancement.0": "Many of my recent constructs require a sufficiently developed mind. Thus far, such development has only been possible by submitting to the demands of villagers, and providing them with an increasingly eclectic array of materials and gemstones.$(br2)Such work is clearly beneath me. Now, with the $(l:items/imbuement_bed)$(item)Imbuement Bed$(), I finally have a solution!", "hierophantics.page.villager_enhancement.1": "Mine is not the only mind that can be augmented. Rather than exchanging meaningless trinkets for hours on end, I can directly increase the capability of a villager mind by simply weaving in an extra one.$(br2)As a side effect, any trade offers from the source villager will be merged into the subject - but what need have I for such petty, material gains? The very mind itself is as clay in my hands!", - "hierophantics.page.villager_enhancement.flay": "The process is nearly identical to embedding a mind into myself. The subject must lie in the $(item)Imbuement Bed$() (a $(l:patterns/spells/villager_sleep)certain spell$() may be helpful) and a new mind must be woven in - though the source here can be of any level.", + "hierophantics.page.villager_enhancement.flay": "The process is nearly identical to embedding a mind into myself. The subject must lie in the $(l:items/imbuement_bed)$(item)Imbuement Bed$() (a $(l:patterns/spells/villager_sleep)certain spell$() may be helpful) and a new mind must be woven in - though the source here can be of any level.", "hierophantics.page.villager_enhancement.2": "When there is only one skill set involved in the merger, the resulting villager will retain those skills. However, if the two villagers are of different professions, the result is something entirely new, which I have dubbed a $(thing)Quiltmind$().$(br2)The more I study this, the more I find my earlier dismissal too hasty - perhaps there $(o)is$() some merit to this process beyond simply developing the mind for later extraction.", "hierophantics.page.villager_enhancement.3": "Like any other villager, $(thing)Quiltminds$() require a workstation to refresh their stock of goods. However, their unique mental state means that any normal workstation, even the one the villager originally used, will not suffice.$(br2)They require something capable of shifting at a moment's notice to reflect a new state of mind and an entirely new skill set. Luckily, my recent $(l:greatwork/quenching_allays)experiments with allays$() have provided the perfect material.", "hierophantics.page.villager_enhancement.craft": "I've noticed that $(item)quenched allays$() tend to morph in response to stray thoughts. This is mostly a nuisance, but here it is critical - the surface of the workstation can adapt itself to whatever the $(thing)Quiltmind$() currently needs.", + "hierophantics.page.allay_imbuement.title": "Allay Imbuement", + "hierophantics.page.allay_imbuement.0": "Using $(l:greatwork/quenching_allays)allays$(), I have been able to enhance the _media density of a solid crystal. It has become increasingly clear that my own mind is nothing more than a particularly active cluster of _media, so why not apply the same process to myself? The resulting mental convolutions will allow me to cast much more efficiently, conserving a significant fraction of the _media I would otherwise consume.", + "hierophantics.page.allay_imbuement.flay": "The unique properties of allays make the $(l:greatwork/hierophantics)process$() less expensive than usual. However, those same properties also mean that the mind cannot remain permanently interwoven with my own - it will inevitably disspate over time.", + "hierophantics.page.allay_imbuement.1": "I can mitigate the dissipation by simply weaving in additional allays. However, the more I add, the less additional duration I seem to gain from each one.$(br2)I've also noticed some side effects. Perhaps my enhanced mind can more easily glimpse the true shape of the world?$(br2)Everything shimmers and twists, and the threads glint beneath, and it is all one grand tapestry $(l)in$() and $(l)out$() and $(l)up$() and $(l)down$() and $(k)EVERYWHERE$()", + + "hierophantics.page.imbuement_bed.title.0": "Imbuement Bed", + "hierophantics.page.imbuement_bed.0": "Weaving one mind into another is a delicate process, and one that would be impossible to perform on myself without external aid.$(br2)The $(item)Imbuement Bed$() provides that aid, using the framework of an empty impetus to carefully direct incoming minds and integrate them into whatever being lays atop it.", + "hierophantics.page.imbuement_bed.craft": "Once the subject is on the bed, a new mind can be provided to either of its two blocks in the $(l:greatwork/brainsweeping)usual manner$(). I must be careful, though: if a mind is provided while the bed is empty, it will be wasted!", + "hierophantics.page.imbuement_bed.title.1": "Redstone Integration", + "hierophantics.page.imbuement_bed.1": "To aid in automation, the $(item)Imbuement Bed$() can be measured with a comparator to determine the status of its occupant.$(br2)A player on the bed will produce a signal strength of 15, a villager will produce a signal strength of 7, and an empty bed will produce no signal at all.", + "hierophantics.page.villager_sleep.title.0": "Induce Exhaustion", "hierophantics.page.villager_sleep.0": "A spell that makes the target tired sounds like it would be quite useful in combat, or even for myself should I have trouble sleeping. To my great disappointment, however, this one appears to only work on villagers.$(br2)Perhaps I'll find a better use for it later?", "hierophantics.page.villager_sleep.summary": "Causes the villager to seek out its bed and take a short nap. Not effective if the villager lacks a bed to use. Costs one $(l:items/amethyst)$(item)Charged Amethyst$().", "hierophantics.page.villager_sleep.title.1": "Further Developments", - "hierophantics.page.villager_sleep.1": "Following my recent experiments with the $(l:greatwork/hierophantics)$(item)Imbuement Bed$(), I have discovered something interesting, and perhaps a bit worrying. With a villager mind woven into my own, I'm apparently enough like a villager that this spell can now affect me.$(br2)It's not strong enough to put me to sleep during the day, but it will certainly be handy if I'm caught out at night without a convenient bed.", + "hierophantics.page.villager_sleep.1": "After my $(l:greatwork/hierophantics)recent experiments$() with the $(l:items/imbuement_bed)$(item)Imbuement Bed$(), I have discovered something interesting, and perhaps a bit worrying. With a villager mind woven into my own, I'm apparently enough like a villager that this spell can now affect me.$(br2)It's not strong enough to put me to sleep during the day, but it will certainly be handy if I'm caught out at night without a convenient bed.", "hierophantics.page.mind_handling.title.0": "Hierophantic Patterns", "hierophantics.page.mind_handling.0": "Once I $(l:greatwork/hierophantics)embed a mind$() into myself, I will need to instruct it as to its purpose. This is accomplished using mind reference iotas, which work much like entity iotas but for embedded minds. As such, I can freely create and destroy these iotas without affecting the existence of the minds themselves.", @@ -178,5 +189,9 @@ "text.autoconfig.hierophantics.option.server.maxMinds": "Maximum embedded minds per player", "text.autoconfig.hierophantics.option.server.mediaDiscount": "Casting cost multiplier for Manifold Mind", "text.autoconfig.hierophantics.option.server.playerSleepSpell": "Induce Exhaustion works on imbued players", - "text.autoconfig.hierophantics.option.server.playerSleepSpell.@Tooltip": "When enabled, Induce Exhaustion can target players with at least one embedded mind" + "text.autoconfig.hierophantics.option.server.playerSleepSpell.@Tooltip": "When enabled, Induce Exhaustion can target players with at least one embedded mind", + "text.autoconfig.hierophantics.option.server.earlyDamageTriggers": "Damage triggers activate before damage is applied", + "text.autoconfig.hierophantics.option.server.earlyDamageTriggers.@Tooltip": "Allows minds to cancel incoming damage with absorption, which some might consider overpowered", + "text.autoconfig.hierophantics.option.server.discountBlacklist": "Media discount blacklist", + "text.autoconfig.hierophantics.option.server.discountBlacklist.@Tooltip": "Actions that should not be affected by the media discount from Manifold Mind" } diff --git a/projects/1.20/assets/hierophantics/hierophantics/lang/en_us.json b/projects/1.20/assets/hierophantics/hierophantics/lang/en_us.json index 9a1f2bd9a97e..1db0b694aeec 100644 --- a/projects/1.20/assets/hierophantics/hierophantics/lang/en_us.json +++ b/projects/1.20/assets/hierophantics/hierophantics/lang/en_us.json @@ -45,6 +45,11 @@ "hierophantics.tooltip.trigger_type.jump": "jumping", "hierophantics.tooltip.trigger_type.teleport": "teleporting", + "hexcasting.iota.hierophantics:mind_reference": "Embedded Mind", + "hexcasting.iota.hierophantics:mind_reference.desc": "an embedded mind", + "hexcasting.iota.hierophantics:trigger": "Trigger", + "hexcasting.iota.hierophantics:trigger.desc": "a trigger", + "hexcasting.mishap.hierophantics:mind_freed": "Tried to interact with an embedded mind that doesn't exist", "hexcasting.mishap.hierophantics:minds_disabled.yours": "Your embedded minds are too unstable to %s!", "hexcasting.mishap.hierophantics:minds_disabled.other": "This embedded mind is too unstable to %s!", @@ -101,28 +106,34 @@ "hierophantics.page.hierophantics.0": "If _media can be seen as threads, if minds can be seen as tangles of such threads, then what is to stop me from weaving them together?$(br2)Thus far, when extracting the minds of villagers, I have inserted them only into artificial subtrates, but I can do better. I can $(o)become$() better.", "hierophantics.page.hierophantics.1": "By weaving additional minds into my own, I will gain the ability to cast _Hexes without requiring any conscious thought! I can simply $(l:patterns/mind_handling)provide$() a _Hex, and a $(l:patterns/triggers)condition$() under which to cast it, and the embedded mind will handle the rest on its own. With all the bothers of everyday life automatically handled, I can finally dedicate myself to whatever I... whatever we...$(br2)...what am I?", "hierophantics.page.hierophantics.2": "Focus, focus. There is a snag in the plan. I cannot modify the structure of my own mind midway through a _Hex without running the risk of unraveling it entirely – and I am not yet $(o)that$() insane.$(br2)Thus, I require some artifice. I can create a bed of sorts which, when provided with an extracted mind via the usual process, can weave it into my psyche without requiring any cognition on my part.", - "hierophantics.page.hierophantics.craft": "I can then use some $(l:greatwork/impetus)$(item)external device$() to perform the extraction itself, transferring the mind into the bed while I simply lay there until the process – the $(o)integration$() – is complete.", - "hierophantics.page.hierophantics.flay": "The process requires a master-level villager, which can be transferred into either of the two blocks that make up the $(item)Imbuement Bed$(). However, if I am not in the bed at the moment the spell is cast, the mind will be wasted.", + "hierophantics.page.hierophantics.bed": "My notes on the $(l:items/imbuement_bed)$(item)Imbuement Bed$() and its usage can be found in their own entry. Once I've constructed it, I can then use some $(l:greatwork/impetus)$(item)external device$() to perform the extraction, transferring the mind into the bed while I simply lay there until the process – the $(o)integration$() – is complete.", + "hierophantics.page.hierophantics.flay": "This process requires an apprentice-level villager, as it is in concept quite similar to the creation of an $(l:greatwork/impetus)$(item)Impetus$(). I must remember to be lying in the $(l:items/imbuement_bed)$(item)Imbuement Bed$() at the moment the spell is cast, or the mind will be lost.", "hierophantics.page.hierophantics.3": "So long as a supply of suitable minds is available, I can repeat the imbuement process as many times as I desire. With enough minds, I could set up a contingency for anything - for everything!$(br2)However, the more minds I incorporate, the more I begin to notice strange things: glints of green out of the corner of my eye, voices echoing from nowhere...$(br2)I'm sure it's hrrmless.", - "hierophantics.page.allay_imbuement.title": "Allay Imbuement", - "hierophantics.page.allay_imbuement.0": "Using $(l:greatwork/quenching_allays)allays$(), I have been able to enhance the _media density of a solid crystal. It has become increasingly clear that my own mind is nothing more than a particularly active cluster of _media, so why not apply the same process to myself? The resulting mental convolutions will allow me to cast much more efficiently, conserving a significant fraction of the _media I would otherwise consume.", - "hierophantics.page.allay_imbuement.flay": "The unique properties of allays make the $(l:greatwork/hierophantics)process$() less expensive than usual. However, those same properties also mean that the mind cannot remain permanently interwoven with my own - it will inevitably disspate over time.", - "hierophantics.page.allay_imbuement.1": "I can mitigate the dissipation by simply weaving in additional allays. However, the more I add, the less additional duration I seem to gain from each one.$(br2)I've also noticed some side effects. Perhaps my enhanced mind can more easily glimpse the true shape of the world?$(br2)Everything shimmers and twists, and the threads glint beneath, and it is all one grand tapestry $(l)in$() and $(l)out$() and $(l)up$() and $(l)down$() and $(k)EVERYWHERE$()", - "hierophantics.page.villager_enhancement.title": "Villager Enhancement", - "hierophantics.page.villager_enhancement.0": "Many of my recent constructs require a sufficiently developed mind. Thus far, such development has only been possible by submitting to the demands of villagers, and providing them with an increasingly eclectic array of materials and gemstones.$(br2)Such work is clearly beneath me. Now, with the $(l:greatwork/hierophantics)$(item)Imbuement Bed$(), I finally have a solution!", + "hierophantics.page.villager_enhancement.0": "Many of my recent constructs require a sufficiently developed mind. Thus far, such development has only been possible by submitting to the demands of villagers, and providing them with an increasingly eclectic array of materials and gemstones.$(br2)Such work is clearly beneath me. Now, with the $(l:items/imbuement_bed)$(item)Imbuement Bed$(), I finally have a solution!", "hierophantics.page.villager_enhancement.1": "Mine is not the only mind that can be augmented. Rather than exchanging meaningless trinkets for hours on end, I can directly increase the capability of a villager mind by simply weaving in an extra one.$(br2)As a side effect, any trade offers from the source villager will be merged into the subject - but what need have I for such petty, material gains? The very mind itself is as clay in my hands!", - "hierophantics.page.villager_enhancement.flay": "The process is nearly identical to embedding a mind into myself. The subject must lie in the $(item)Imbuement Bed$() (a $(l:patterns/spells/villager_sleep)certain spell$() may be helpful) and a new mind must be woven in - though the source here can be of any level.", + "hierophantics.page.villager_enhancement.flay": "The process is nearly identical to embedding a mind into myself. The subject must lie in the $(l:items/imbuement_bed)$(item)Imbuement Bed$() (a $(l:patterns/spells/villager_sleep)certain spell$() may be helpful) and a new mind must be woven in - though the source here can be of any level.", "hierophantics.page.villager_enhancement.2": "When there is only one skill set involved in the merger, the resulting villager will retain those skills. However, if the two villagers are of different professions, the result is something entirely new, which I have dubbed a $(thing)Quiltmind$().$(br2)The more I study this, the more I find my earlier dismissal too hasty - perhaps there $(o)is$() some merit to this process beyond simply developing the mind for later extraction.", "hierophantics.page.villager_enhancement.3": "Like any other villager, $(thing)Quiltminds$() require a workstation to refresh their stock of goods. However, their unique mental state means that any normal workstation, even the one the villager originally used, will not suffice.$(br2)They require something capable of shifting at a moment's notice to reflect a new state of mind and an entirely new skill set. Luckily, my recent $(l:greatwork/quenching_allays)experiments with allays$() have provided the perfect material.", "hierophantics.page.villager_enhancement.craft": "I've noticed that $(item)quenched allays$() tend to morph in response to stray thoughts. This is mostly a nuisance, but here it is critical - the surface of the workstation can adapt itself to whatever the $(thing)Quiltmind$() currently needs.", + "hierophantics.page.allay_imbuement.title": "Allay Imbuement", + "hierophantics.page.allay_imbuement.0": "Using $(l:greatwork/quenching_allays)allays$(), I have been able to enhance the _media density of a solid crystal. It has become increasingly clear that my own mind is nothing more than a particularly active cluster of _media, so why not apply the same process to myself? The resulting mental convolutions will allow me to cast much more efficiently, conserving a significant fraction of the _media I would otherwise consume.", + "hierophantics.page.allay_imbuement.flay": "The unique properties of allays make the $(l:greatwork/hierophantics)process$() less expensive than usual. However, those same properties also mean that the mind cannot remain permanently interwoven with my own - it will inevitably disspate over time.", + "hierophantics.page.allay_imbuement.1": "I can mitigate the dissipation by simply weaving in additional allays. However, the more I add, the less additional duration I seem to gain from each one.$(br2)I've also noticed some side effects. Perhaps my enhanced mind can more easily glimpse the true shape of the world?$(br2)Everything shimmers and twists, and the threads glint beneath, and it is all one grand tapestry $(l)in$() and $(l)out$() and $(l)up$() and $(l)down$() and $(k)EVERYWHERE$()", + + "hierophantics.page.imbuement_bed.title.0": "Imbuement Bed", + "hierophantics.page.imbuement_bed.0": "Weaving one mind into another is a delicate process, and one that would be impossible to perform on myself without external aid.$(br2)The $(item)Imbuement Bed$() provides that aid, using the framework of an empty impetus to carefully direct incoming minds and integrate them into whatever being lays atop it.", + "hierophantics.page.imbuement_bed.craft": "Once the subject is on the bed, a new mind can be provided to either of its two blocks in the $(l:greatwork/brainsweeping)usual manner$(). I must be careful, though: if a mind is provided while the bed is empty, it will be wasted!", + "hierophantics.page.imbuement_bed.title.1": "Redstone Integration", + "hierophantics.page.imbuement_bed.1": "To aid in automation, the $(item)Imbuement Bed$() can be measured with a comparator to determine the status of its occupant.$(br2)A player on the bed will produce a signal strength of 15, a villager will produce a signal strength of 7, and an empty bed will produce no signal at all.", + "hierophantics.page.villager_sleep.title.0": "Induce Exhaustion", "hierophantics.page.villager_sleep.0": "A spell that makes the target tired sounds like it would be quite useful in combat, or even for myself should I have trouble sleeping. To my great disappointment, however, this one appears to only work on villagers.$(br2)Perhaps I'll find a better use for it later?", "hierophantics.page.villager_sleep.summary": "Causes the villager to seek out its bed and take a short nap. Not effective if the villager lacks a bed to use. Costs one $(l:items/amethyst)$(item)Charged Amethyst$().", "hierophantics.page.villager_sleep.title.1": "Further Developments", - "hierophantics.page.villager_sleep.1": "Following my recent experiments with the $(l:greatwork/hierophantics)$(item)Imbuement Bed$(), I have discovered something interesting, and perhaps a bit worrying. With a villager mind woven into my own, I'm apparently enough like a villager that this spell can now affect me.$(br2)It's not strong enough to put me to sleep during the day, but it will certainly be handy if I'm caught out at night without a convenient bed.", + "hierophantics.page.villager_sleep.1": "After my $(l:greatwork/hierophantics)recent experiments$() with the $(l:items/imbuement_bed)$(item)Imbuement Bed$(), I have discovered something interesting, and perhaps a bit worrying. With a villager mind woven into my own, I'm apparently enough like a villager that this spell can now affect me.$(br2)It's not strong enough to put me to sleep during the day, but it will certainly be handy if I'm caught out at night without a convenient bed.", "hierophantics.page.mind_handling.title.0": "Hierophantic Patterns", "hierophantics.page.mind_handling.0": "Once I $(l:greatwork/hierophantics)embed a mind$() into myself, I will need to instruct it as to its purpose. This is accomplished using mind reference iotas, which work much like entity iotas but for embedded minds. As such, I can freely create and destroy these iotas without affecting the existence of the minds themselves.", @@ -178,5 +189,9 @@ "text.autoconfig.hierophantics.option.server.maxMinds": "Maximum embedded minds per player", "text.autoconfig.hierophantics.option.server.mediaDiscount": "Casting cost multiplier for Manifold Mind", "text.autoconfig.hierophantics.option.server.playerSleepSpell": "Induce Exhaustion works on imbued players", - "text.autoconfig.hierophantics.option.server.playerSleepSpell.@Tooltip": "When enabled, Induce Exhaustion can target players with at least one embedded mind" + "text.autoconfig.hierophantics.option.server.playerSleepSpell.@Tooltip": "When enabled, Induce Exhaustion can target players with at least one embedded mind", + "text.autoconfig.hierophantics.option.server.earlyDamageTriggers": "Damage triggers activate before damage is applied", + "text.autoconfig.hierophantics.option.server.earlyDamageTriggers.@Tooltip": "Allows minds to cancel incoming damage with absorption, which some might consider overpowered", + "text.autoconfig.hierophantics.option.server.discountBlacklist": "Media discount blacklist", + "text.autoconfig.hierophantics.option.server.discountBlacklist.@Tooltip": "Actions that should not be affected by the media discount from Manifold Mind" } diff --git a/projects/1.20/assets/hierophantics/hierophantics/lang/zh_cn.json b/projects/1.20/assets/hierophantics/hierophantics/lang/zh_cn.json index e52d7d2c59c5..b3eb932f973e 100644 --- a/projects/1.20/assets/hierophantics/hierophantics/lang/zh_cn.json +++ b/projects/1.20/assets/hierophantics/hierophantics/lang/zh_cn.json @@ -23,7 +23,7 @@ "advancements.hierophantics.fuse_villagers.title": "二合一", "advancements.hierophantics.fuse_villagers.description": "将村民的意识嵌入另一个村民", "advancements.hierophantics.fuse_to_self.title": "灵魂出窍体验", - "advancements.hierophantics.fuse_to_self.description": "将村民的仪式重新嵌入其躯体——你在期待什么?", + "advancements.hierophantics.fuse_to_self.description": "将村民的意识重新嵌入其躯体——你在期待什么?", "hierophantics.tooltip.mind_reference": "内嵌意识“%s”", "hierophantics.tooltip.trigger": "触发条件:%s时", @@ -45,6 +45,11 @@ "hierophantics.tooltip.trigger_type.jump": "跳跃", "hierophantics.tooltip.trigger_type.teleport": "传送", + "hexcasting.iota.hierophantics:mind_reference": "内嵌意识", + "hexcasting.iota.hierophantics:mind_reference.desc": "一个内嵌意识", + "hexcasting.iota.hierophantics:trigger": "触发条件", + "hexcasting.iota.hierophantics:trigger.desc": "一个触发条件", + "hexcasting.mishap.hierophantics:mind_freed": "试图与不存在的内嵌意识交互", "hexcasting.mishap.hierophantics:minds_disabled.yours": "你的内嵌意识太过不稳定,无法%s!", "hexcasting.mishap.hierophantics:minds_disabled.other": "这个内嵌意识太过不稳定,无法%s!", @@ -100,34 +105,40 @@ "hierophantics.page.hierophantics.title": "灵显学", "hierophantics.page.hierophantics.0": "如果$(media)媒质$()可以看成是丝线,那么意识就是这些丝线的纠缠体;既然如此,把意识编织在一起又有何不可?$(br2)到目前为止,我在剥离出村民的意识后只会将它们送入人工制造的基质,但这并非没有改进之处。$(o)我$()并非没有改进之处。", "hierophantics.page.hierophantics.1": "将其他意识编织到我的意识里,就可省去施放$(hex)咒术$()时需要的注意力了!给内嵌意识$(l:patterns/mind_handling)提供$()一段$(hex)咒术$(),再指定施放的$(l:patterns/triggers)条件$(),剩下的全部交给内嵌意识处理。把平常要干的杂活自动化之后,就终于可以投身于我想要做……我们想要……$(br2)……我是什么?", - "hierophantics.page.hierophantics.2": "专心、集中精神。这项规划中有一个纰漏。倘若要在运行$(hex)咒术$()的中途修改我意识的结构,就无法消除意识完全消散的风险——我还没疯到$(o)这种地步$()。$(br2)因此,我需要一台仪器。我可以制造某种床;向这张床提供剥离得到的意识时,即可将它编织入我的精神,而且不需要我维持注意力。", - "hierophantics.page.hierophantics.craft": "然后,使用某些$(l:greatwork/impetus)$(item)外部设备$()来剥离和将意识送至这张床,我只需要躺在那里,等着工序——$(o)融合$()——完成就行。", - "hierophantics.page.hierophantics.flay": "这一流程需要一名大师级村民,意识的目的地可以是$(item)融念床$()两格中的任意一格。但是,假如法术施放时我没有躺在床上,送来的意识即会消散。", - "hierophantics.page.hierophantics.3": "只要有合适的仪式存在,就可以随意重复融注过程。有了足够的意识,那就做什么都可以了,完全没有限制!$(br2)但是,我融合的意识越多,我就越来越能察觉到些怪事:眼角有绿色的辉光,找不到来源的声响……$(br2)不过肯定没哼——问题的。", - - "hierophantics.page.allay_imbuement.title": "悦灵融合", - "hierophantics.page.allay_imbuement.0": "我先前借助$(l:greatwork/quenching_allays)悦灵$()增强了固态晶体的$(media)媒质$()密度。而如今,我愈发清晰地认识到,我自己的意识不过就是特别活跃的一块$(media)媒质$()团,那么同样的增强操作必定对我的意识也有效。所得的意识结构繁复,却能让我更高效地施法,从原本要消耗掉的$(media)媒质$()中保留一大部分。", - "hierophantics.page.allay_imbuement.flay": "悦灵的独特性质使得$(l:greatwork/hierophantics)这一过程$()的消耗大幅低于往常。不过,也正是由于这些性质,悦灵的意识无法无限期编织在我的意识内——它终究会消散。", - "hierophantics.page.allay_imbuement.1": "再额外编织一只悦灵能减少耗散的影响。但是,我额外编织的越多,每只能带来的持续时间增益就越少。$(br2)我也发现了些副作用。也许我的意识经过增强后更能看到世界的真实样貌了?$(br2)所有东西都在闪烁扭曲,线段在其后荧荧发光,那是一块完整的织锦$(l)由内由外由上由下$()$(k)无处不在$()", + "hierophantics.page.hierophantics.2": "专心、集中精神。这项规划中有一个纰漏。倘若要在运行$(hex)咒术$()的中途修改我意识的结构,就会有意识完全消散的风险——我还没疯到$(o)这种地步$()。$(br2)因此,我需要一台仪器。我可以制造某种床;向这张床提供剥离得到的意识时,即可将它编织入我的精神,而且不需要我维持注意力。", + "hierophantics.page.hierophantics.bed": "我对$(l:items/imbuement_bed)$(item)融念床$()及其用途做的笔记参见其条目。制成后,再使用某些$(l:greatwork/impetus)$(item)外部设备$()来剥离和转送意识,我只需要躺在那里,等着工序——$(o)融合$()——完成就行。", + "hierophantics.page.hierophantics.flay": "这一流程需要一名学徒级村民,因为在概念上来说,制造它和制造$(l:greatwork/impetus)$(item)促动石$()非常相似。法术施放时我必须躺在$(l:items/imbuement_bed)$(item)融念床$()上,否则送来的意识就会消散。", + "hierophantics.page.hierophantics.3": "只要有合适的意识存在,就可以随意重复融注过程。有了足够的意识,那就做什么都可以了,完全没有限制!$(br2)但是,我融合的意识越多,我就越来越能察觉到些怪事:眼角有绿色的辉光,找不到来源的声响……$(br2)不过肯定没哼——问题的。", "hierophantics.page.villager_enhancement.title": "村民增强", - "hierophantics.page.villager_enhancement.0": "我近期设计的许多构造都需要一个足够发达的意识。而到目前为止,这种发达的意识只能通过满足村民的要求获得。他们要的材料和宝石真是不拘一格。$(br2)这实在太过低效。现在有了$(l:greatwork/hierophantics)$(item)融念床$(),总算有好方法了!", + "hierophantics.page.villager_enhancement.0": "我近期设计的许多构造都需要一个足够发达的意识。而到目前为止,这种发达的意识只能通过满足村民的要求获得。他们要的材料和宝石真是不拘一格。$(br2)这实在太过低效。现在有了$(l:items/imbuement_bed)$(item)融念床$(),总算有好方法了!", "hierophantics.page.villager_enhancement.1": "并非只有我的意识可被增强。不用再花几个小时交换些没用的小玩意,而是可以直接加强村民的意识——往里面再嵌进一个村民意识就行了。$(br2)这种做法也有副作用,供体的所有交易选项都会合并到受体那里——但我要的还是这些零碎的物质奖励吗?意识本身才是真正的可塑之材!", - "hierophantics.page.villager_enhancement.flay": "操作过程和往我自己体内嵌入意识基本一致。受体需要躺在$(item)融念床$()上(有条$(l:patterns/spells/villager_sleep)法术$()可能帮得上),然后应该将另一个意识编入受体。供体的等级任意。", - "hierophantics.page.villager_enhancement.2": "如果供体和受体的技能方向一致,那么产出的村民会保留这种技能。而要是两个村民的职业不一样,那么产出的就会是全新的村民,我称之为$(thing)缝念人$()。$(br2)我研究的越深,就越感觉我先前的忽视还是太急躁了——也许在培养意识以供剥离之外,这种操作$(o)确实$()有其长处。", + "hierophantics.page.villager_enhancement.flay": "操作过程和往我自己体内嵌入意识基本一致。受体需要躺在$(l:items/imbuement_bed)$(item)融念床$()上(有条$(l:patterns/spells/villager_sleep)法术$()可能帮得上忙),然后将另一个意识编入受体。供体的等级任意。", + "hierophantics.page.villager_enhancement.2": "如果供体和受体的技能方向一致,那么产出的村民会保留这种技能。而要是两个村民的职业不一样,那么产出的就会是全新的村民,我称之为$(thing)缝念人$()。$(br2)我研究的越深,就越感觉我先前的忽视还是太急躁了——也许在培养意识以供剥离之外,这种操作$(o)确实$()有其他用处。", "hierophantics.page.villager_enhancement.3": "和其他村民一样,$(thing)缝念人$()刷新商品也需要工作站点。不过,他们独特的精神状态导致无论何种工作站点都不适用,普通村民原来用的那些也不行。$(br2)他们需要的,是能在思考的瞬间变换形态、贴合其意识和技能的事物。还好,我近期对$(l:greatwork/quenching_allays)悦灵的实验$()研究出了完美适配的材料。", "hierophantics.page.villager_enhancement.craft": "我发现,$(item)淬灵晶$()会对散在的思维产生反应而变形。大多数情况下,这都是个缺点,但在这种情况下是极强的优势:工作站点的外观会随$(thing)缝念人$()的所思所想变化。", + "hierophantics.page.allay_imbuement.title": "悦灵融合", + "hierophantics.page.allay_imbuement.0": "我先前借助$(l:greatwork/quenching_allays)悦灵$()增强了固态晶体的$(media)媒质$()密度。而如今,我愈发清晰地认识到,我自己的意识不过就是特别活跃的一块$(media)媒质$()团,那么同样的增强操作必定对我的意识也有效。所得的意识结构繁复,却能让我更高效地施法,可以从原本要消耗掉的$(media)媒质$()中保留一大部分。", + "hierophantics.page.allay_imbuement.flay": "悦灵的独特性质使得$(l:greatwork/hierophantics)这一过程$()的消耗大幅低于往常。不过,也正是由于这些性质,悦灵的意识无法无限期编织在我的意识内——它终究会消散。", + "hierophantics.page.allay_imbuement.1": "再额外编织一只悦灵能减少耗散的影响。但是,我额外编织的越多,每只能带来的持续时间增益就越少。$(br2)我也发现了些副作用。也许我的意识经过增强后更能看到世界的真实样貌了?$(br2)所有东西都在闪烁扭曲,线段在其后荧荧发光,那是一块完整的织锦$(l)由内由外由上由下$()$(k)无处不在$()", + + "hierophantics.page.imbuement_bed.title.0": "融念床", + "hierophantics.page.imbuement_bed.0": "将意识编织入其他意识是桩精细活,不借助外物就无法对我自己执行此类操作。$(br2)$(item)融念床$()就是要借助的外物。借用空促动石的框架精确地引导被剥离至此的意识,而后将它们整合到床上躺着的事物中去。", + "hierophantics.page.imbuement_bed.craft": "受体躺到床上后,可向床两格中的任意一格以$(l:greatwork/brainsweeping)惯用方式$()提供意识。不过我必须要小心些:要是往空床提供意识,那就是在浪费!", + "hierophantics.page.imbuement_bed.title.1": "红石集成", + "hierophantics.page.imbuement_bed.1": "为协助自动化,可使用比较器测量$(item)融念床$(),以此确定受体的状态。$(br2)床上若躺有玩家,则会产生强度为 15 的信号;若有村民,则强度为 7;空床不会产生信号。", + "hierophantics.page.villager_sleep.title.0": "诱发疲乏", - "hierophantics.page.villager_sleep.0": "要是有个法术能让目标陷入疲乏状态,那它在战斗中一定很有用,而且也能在我失眠时助我入睡。但这一则法术似乎只对村民有效,确实令人失望。$(br2)也许之后我能找到它的用途?", - "hierophantics.page.villager_sleep.summary": "让村民前去其床铺小睡一番。如果没有床铺空着即无效。消耗 1 个$(l:items/amethyst)$(item)充能紫水晶$()。", + "hierophantics.page.villager_sleep.0": "要是有个法术能让目标陷入疲乏状态,那它在战斗中一定很有用,而且也能在我失眠时助我入睡。但这一则法术似乎只对村民有效,有些令人失望。$(br2)也许之后我能找到它的用途?", + "hierophantics.page.villager_sleep.summary": "让村民前去其床铺小睡一番。如果没有空床铺即无效。消耗 1 个$(l:items/amethyst)$(item)充能紫水晶$()。", "hierophantics.page.villager_sleep.title.1": "进一步研究", - "hierophantics.page.villager_sleep.1": "在我近期对$(l:greatwork/hierophantics)$(item)融念床$()的实验中,我发现了些有意思——也许也有些让人发愁的事情。我的意识内编织有村民的意识,所以我显然和村民已经足够相似,这条法术现在能影响到我了。$(br2)法术的效力不算强,不足以让我在白天入睡;但如果晚上在外还没有带床,它就变成了睡觉的好方法。", + "hierophantics.page.villager_sleep.1": "在我近期对$(l:items/imbuement_bed)$(item)融念床$()的$(l:greatwork/hierophantics)实验$()中,我发现了些有意思——也许也有些让人发愁的事情。我的意识内编织有村民的意识,所以我显然和村民已经足够相似,这条法术现在能影响到我了。$(br2)法术的效力不算强,不足以让我在白天入睡;但如果晚上在外还没有带床,它就变成了睡觉的好方法。", "hierophantics.page.mind_handling.title.0": "灵显学图案", "hierophantics.page.mind_handling.0": "向自身$(l:greatwork/hierophantics)嵌入意识$()后,还需对其发出相应指示。这一过程可由代表意识的 iota 达成;它和实体 iota 很类似,只不过是给内嵌意识用的。由此,我便可以随意创建和销毁这些 iota,而不会影响意识本身存在与否了。", "hierophantics.page.mind_handling.title.1": "有关隐私的注意事项", - "hierophantics.page.mind_handling.1": "因为代表意识的 iota 可以写入存储介质,其他玩家即有可能获得到代表我的意识的 iota。他们无法修改我的意识(招致的效果和试图保存我的真名类似),但他们$(o)可以$()查看各个意识的触发条件和其中$(hex)咒术$()。", + "hierophantics.page.mind_handling.1": "因为代表意识的 iota 可以写入到存储介质中,其他玩家即有可能获得到代表我的意识的 iota。他们无法修改我的意识(招致的事故和试图保存我的真名类似),但他们$(o)可以$()查看各个意识的触发条件和其中$(hex)咒术$()。", "hierophantics.page.get_minds.summary": "将代表我的内嵌意识的各 iota 组为列表返回。", "hierophantics.page.reenable_minds.summary": "我死亡时,各个内嵌意识会失稳并停止运作。此法术可让它们回到工作状态。每恢复 1 个意识消耗 1 个$(l:items/amethyst)$(item)紫水晶粉$()。", "hierophantics.page.get_mind_hex.summary": "返回所给意识中的$(hex)咒术$(),若无则返回 $(l:casting/influences)$(thing)Null$()。", @@ -141,7 +152,7 @@ "hierophantics.page.triggers.0": "我的$(l:greatwork/hierophantics)内嵌意识$()相对独立,但还不具备真正的思考能力。因此,为让其开始施法,需要设置一定的触发条件。此处列出的图案可根据多种常见事件创建触发条件。创建完成后,可以用$(l:patterns/mind_handling#hierophantics:set_mind_trigger)触发之策略$()为内嵌意识分配条件。", "hierophantics.page.triggers.1": "某些触发条件激活后,初始施法栈会以与事件有关的 iota 起始,以便细化回应方式。具有此特性的触发条件和对应起始 iota 见下:$(br)$(li)伤害:所受伤害的量$()$(li)伤害类型:所受伤害的量$()$(li)丢弃:丢出的物品实体$()$(li)攻击:击中的实体$()$(li)破坏:破坏处的位置$()$(li)传送:偏移向量$()", "hierophantics.page.make_damage_trigger.summary": "创建一个在我受到伤害时激活的触发条件。为避免产生致命的链式反应,由过度施法造成的伤害不会激活此类触发条件。", - "hierophantics.page.make_damage_type_trigger.summary": "创建一个在我受到伤害时激活的触发条件,且伤害必须为特定类型。使用我最后一次所受伤害的类型。", + "hierophantics.page.make_damage_type_trigger.summary": "创建一个在我受到伤害时激活的触发条件,且伤害必须为特定类型。触发条件会直接使用我最近一次所受伤害的类型。", "hierophantics.page.make_health_trigger.summary": "创建一个在我生命值降至给定值以下时激活的触发条件。完整的标准生命条为 20。", "hierophantics.page.make_breath_trigger.summary": "创建一个在我氧气值降至给定值以下时激活的触发条件。完整的氧气条为 10。", "hierophantics.page.make_hunger_trigger.summary": "创建一个在我饥饿值降至给定值以下时激活的触发条件。完整的饥饿条为 20。", @@ -178,5 +189,9 @@ "text.autoconfig.hierophantics.option.server.maxMinds": "玩家最大内嵌意识数", "text.autoconfig.hierophantics.option.server.mediaDiscount": "繁形意识的施法消耗乘数", "text.autoconfig.hierophantics.option.server.playerSleepSpell": "诱发疲乏对内嵌意识的玩家生效", - "text.autoconfig.hierophantics.option.server.playerSleepSpell.@Tooltip": "启用时,诱发疲乏会对至少内嵌有一个意识的玩家生效" + "text.autoconfig.hierophantics.option.server.playerSleepSpell.@Tooltip": "启用时,诱发疲乏会对至少内嵌有一个意识的玩家生效", + "text.autoconfig.hierophantics.option.server.earlyDamageTriggers": "伤害触发条件在伤害结算前激活", + "text.autoconfig.hierophantics.option.server.earlyDamageTriggers.@Tooltip": "允许意识使用伤害吸收抵消所受伤害,可能会有些太强了", + "text.autoconfig.hierophantics.option.server.discountBlacklist": "媒质减免黑名单", + "text.autoconfig.hierophantics.option.server.discountBlacklist.@Tooltip": "不受繁形意识媒质减免的操作" }