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Common/src/main/resources/assets/hexcasting/lang/en_us.flatten.json5

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -1366,7 +1366,7 @@
13661366
"3": "Generally, I provide iotas to actions. \
13671367
For example, take $(l:patterns/spells/basic#hexcasting:explode)$(action)Explosion/$. \
13681368
This spell requires a number iota, to indicate the strength, and a vector iota, to indicate the location.$(br2)\
1369-
Or, take $(l:patterns/basic#hexcasting:get_pos)$(action)Compass Purification/$. \
1369+
Or, take $(l:patterns/basic#hexcasting:get_pos)$(action)Compass' Purification/$. \
13701370
This takes an entity iota and transforms it into a vector iota, representing the position of that entity.",
13711371
},
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},
@@ -1379,7 +1379,7 @@
13791379
"4.header": "An Example",
13801380
"4": "It's interesting to note that the $(italic)rotation/$ of a pattern doesn't seem to matter at all. These two patterns both perform an action called $(l:patterns/basics#hexcasting:get_caster)$(action)Mind's Reflection/$, for example.",
13811381
"5": "A _Hex is cast by drawing (valid) actions in sequence. Each action might do one of a few things:$(li)Gather some information about the environment, leaving it on the top of the stack;$(li)manipulate the info gathered (e.g. adding two numbers); or$(li)perform some magical effect, like summoning lightning or an explosion. (These actions are called \"spells.\")$(p)When I start casting a _Hex, it creates an empty stack. Actions manipulate the top of that stack.",
1382-
"6": "For example, $(l:patterns/basics#hexcasting:get_caster)$(action)Mind's Reflection/$ will create an iota representing $(italic)me/$, the caster, and add it to the top of the stack. $(l:patterns/basics#hexcasting:entity_pos/eye)$(action)Compass Purification/$ will take the iota at the top the stack, if it represents an entity, and transform it into an iota representing that entity's location.$(br2)So, drawing those patterns in that order would result in an iota on the stack representing my position.",
1382+
"6": "For example, $(l:patterns/basics#hexcasting:get_caster)$(action)Mind's Reflection/$ will create an iota representing $(italic)me/$, the caster, and add it to the top of the stack. $(l:patterns/basics#hexcasting:entity_pos/eye)$(action)Compass' Purification/$ will take the iota at the top the stack, if it represents an entity, and transform it into an iota representing that entity's location.$(br2)So, drawing those patterns in that order would result in an iota on the stack representing my position.",
13831383
"7": "$(thing)Iotas/$ can represent things like myself or my position, but there are several other types I can manipulate with $(thing)Actions/$. Here's a comprehensive list:$(li)Numbers (which some legends called \"doubles\");$(li)Vectors, a collection of three numbers representing a position, movement, or direction in the world;$(li)Booleans or \"bools\" for short, representing an abstract True or False,",
13841384
"8": "$(li)Entities, like myself, chickens, and minecarts;$(li)Influences, peculiar types of iota that seem to represent abstract ideas;$(li)Patterns themselves, used for crafting magic items and truly mind-boggling feats like $(italic)spells that cast other spells/$; and$(li)A list of several of the above, gathered into a single iota.",
13851385
"9": "Of course, there's no such thing as a free lunch. All spells, and certain other actions, require _media as payment.$(br2)The best I can figure, a _Hex is a little bit like a plan of action presented to Nature-- in this analogy, the _media is used to provide the arguments to back it up, so Nature will accept your plan and carry it out.",
@@ -1685,7 +1685,7 @@
16851685
print: "Displays the top iota of the stack to me.",
16861686
raycast: {
16871687
"1": "Combines two vectors (a position and a direction) into the answer to the question: If I stood at the position and looked in the direction, what block would I be looking at? Costs a negligible amount of _media.",
1688-
"2": "If it doesn't hit anything, the vectors will combine into $(l:casting/influences)$(thing)Null/$.$(br2)A common sequence of patterns, the so-called \"raycast mantra,\" is $(l:patterns/basics#hexcasting:get_caster)$(action)Mind's Reflection/$, $(l:patterns/basics#hexcasting:entity_pos/eye)$(action)Compass Purification/$, $(l:patterns/basics#hexcasting:get_caster)$(action)Mind's Reflection/$, $(l:patterns/basics#hexcasting:get_entity_look)$(action)Alidade Purification/$, $(l:patterns/basics#hexcasting:raycast)$(action)Archer's Distillation/$. Together, they return the vector position of the block I am looking at.",
1688+
"2": "If it doesn't hit anything, the vectors will combine into $(l:casting/influences)$(thing)Null/$.$(br2)A common sequence of patterns, the so-called \"raycast mantra,\" is $(l:patterns/basics#hexcasting:get_caster)$(action)Mind's Reflection/$, $(l:patterns/basics#hexcasting:entity_pos/eye)$(action)Compass' Purification/$, $(l:patterns/basics#hexcasting:get_caster)$(action)Mind's Reflection/$, $(l:patterns/basics#hexcasting:get_entity_look)$(action)Alidade Purification/$, $(l:patterns/basics#hexcasting:raycast)$(action)Archer's Distillation/$. Together, they return the vector position of the block I am looking at.",
16891689
},
16901690
"raycast/axis": {
16911691
"1": "Like $(l:patterns/basics#hexcasting:raycast)$(action)Archer's Distillation/$, but instead returns a vector representing the answer to the question: Which $(italic)side/$ of the block am I looking at? Costs a negligible amount of _media.",

Common/src/main/resources/assets/hexcasting/lang/zh_cn.flatten.json5

Lines changed: 70 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -47,6 +47,11 @@
4747
sealed: "密封核心",
4848
},
4949

50+
ancient_cypher: {
51+
"": "远古杂件",
52+
preset: "远古杂件:%s",
53+
},
54+
5055
thought_knot: "结念绳",
5156
spellbook: "法术书",
5257
cypher: "杂件",
@@ -253,7 +258,7 @@
253258

254259
"itemGroup.hexcasting": {
255260
hexcasting: "咒法学",
256-
scrolls: "咒法学",
261+
scrolls: "咒法学丨卷轴",
257262
},
258263

259264
"gui.hexcasting": {
@@ -368,14 +373,38 @@
368373
"": "法术环禁用操作列表",
369374
"@Tooltip": "法术环中被禁用操作的资源位置;试图执行此类操作会导致事故",
370375
},
376+
greaterTeleportSplatsItems: {
377+
"": "卓越传送散落物品",
378+
"@Tooltip": "使用卓越传送时,玩家物品栏中的物品是否会飞出"
379+
},
371380
villagersOffendedByMindMurder: {
372381
"": "村民会被意识剥除冒犯",
373382
"@Tooltip": "村民是否会在其他村民被剥离意识时感到气愤",
374383
},
384+
traderScrollChance: {
385+
"": "流浪商人交易卷轴概率",
386+
"@Tooltip": "流浪商人出售远古卷轴的概率",
387+
},
375388
scrollInjectionsRaw: {
376389
"": "卷轴战利品权重",
377390
"@Tooltip": "将战利品表名与卷轴生成数量期望一一对应并罗列。在下列所有战利品表中生成卷轴的概率约50%,生成时会放入1到对应期望个数的卷轴。",
378391
},
392+
loreInjectionsRaw: {
393+
"": "故事残卷战利品位置",
394+
"@Tooltip": "应加入故事残卷的战利品表列表。",
395+
},
396+
loreChance: {
397+
"": "故事残卷出现概率",
398+
"@Tooltip": "上述战利品表中故事残卷出现的概率。",
399+
},
400+
cypherInjectionsRaw: {
401+
"": "远古杂件战利品位置",
402+
"@Tooltip": "应加入远古杂件的战利品表列表。",
403+
},
404+
cypherChance: {
405+
"": "远古杂件出现概率",
406+
"@Tooltip": "上述战利品表中远古杂件出现的概率。",
407+
},
379408
amethystShardModification: {
380409
"": "紫水晶碎片掉落率变化量",
381410
"@Tooltip": "采掘紫水晶簇时紫水晶碎片掉落数量相较原版的改变量",
@@ -494,6 +523,25 @@
494523
"infinite_media": "无限",
495524
},
496525

526+
loot_hex: {
527+
"shatter": "粉碎",
528+
"kindle": "燃焰",
529+
"illuminate": "耀明",
530+
"growth": "生长",
531+
"lunge": "猛冲",
532+
"sidestep": "侧闪",
533+
"ascend": "升空",
534+
"blink": "闪现",
535+
"blastoff": "起飞",
536+
"radar": "雷达",
537+
"beckon": "召来",
538+
"detonate": "引爆",
539+
"shockwave": "冲击波",
540+
"heat_wave": "热浪",
541+
"wither_wave": "凋零波纹",
542+
"flight_zone": "飞行区",
543+
},
544+
497545
// TODO: post-eigengrau make these less anticlimactic
498546
message: {
499547
"cant_overcast": "这个咒术需求的媒质量比我有的还多……我应该再算几遍。",
@@ -517,6 +565,11 @@
517565
sealed: "已密封",
518566
},
519567

568+
scroll: {
569+
needs_purchase: "购买以显示图案",
570+
pattern_not_loaded: "放入物品栏以加载图案",
571+
},
572+
520573
abacus: {
521574
"": "%d",
522575
reset: "重置为0",
@@ -557,6 +610,7 @@
557610
media: "%d 紫水晶粉",
558611
media_amount: "含有:%s(%s)",
559612
"media_amount.advanced": "含有:%s/%s(%s)",
613+
stored_hex: "咒术:",
560614

561615
list_contents: "[%s]",
562616
null_iota: "NULL",
@@ -610,8 +664,12 @@
610664

611665
attributes: {
612666
grid_zoom: "咒术网格大小",
667+
media_consumption: "媒质消耗",
668+
ambit_radius: "玩家影响范围半径",
669+
sentinel_radius: "哨卫影响范围半径",
613670
// TODO: the +1 is kind of janky
614-
scry_sight: "探知视觉"
671+
scry_sight: "探知视觉",
672+
feeble_mind: "孱弱意识"
615673
},
616674

617675
// Action localizations
@@ -1155,6 +1213,7 @@
11551213

11561214
// why is this called "hexcasting"?
11571215
hexcasting: "施法物品",
1216+
ancient_cyphers: "远古杂件",
11581217
phials: "媒质之瓶",
11591218
potions: "咒术药水",
11601219
pigments: "染色剂",
@@ -1352,7 +1411,7 @@
13521411
"not_enough_iotas.title": "Iota 过少",
13531412
not_enough_iotas: "该操作需要比当前栈中元素数还多的 iota。$(br2)产生淡灰色火花,并向栈顶压入缺少的参数的数量个$(l:casting/influences)$(action)垃圾/$。",
13541413

1355-
"stack_size.title": "Iota 过大",
1414+
"stack_size.title": "Iota 过多",
13561415
"stack_size": "试图施放超出栈大小限制的法术。$(br2)产生黑色火花,我的整个栈变为仅含有单个$(l:casting/influences)$(action)垃圾/$。",
13571416

13581417
"incorrect_iota.title": "Iota 错误",
@@ -1462,7 +1521,7 @@
14621521

14631522
abacus: {
14641523
"1": "虽然有$(l:patterns/numbers)$(action)对应数的图案/$,但它们确实……过于复杂。$(br2)幸运的是,从前研究这门学问的大师们发明了一个名为“$(l:items/abacus)$(item)算盘/$”的天才般的装置,它们能极为方便地表示数。只需要在其上设定好,然后用$(l:patterns/readwrite#hexcasting:read)$(action)书吏之精思/$把值读出即可,就和读出$(l:items/focus)$(item)核心/$中 iota 的操作一样。",
1465-
"2": "操作方法是潜行时手持算盘滚动滚轮。如果是主手持算盘,则其数值会以 1 增加或减少,按住 $(k:sprint) 时则以 10。若是副手持算盘,则其数值会以 0.1 增加或减少,按住 $(k:sprint) 时则以 0.001。$(br2)也可以在潜行时手持算盘右击以重设为 0。",
1524+
"2": "操作方法是潜行时手持算盘滚动滚轮。如果是主手持算盘,则其数值会以 1 增加或减少,按住 $(k:sprint) 时则以 10。若是副手持算盘,则其数值会以 0.1 增加或减少,按住 $(k:sprint) 时则以 0.01。$(br2)也可以在潜行时手持算盘右击以重设为 0。",
14661525
"crafting.desc": "$(italic)数学?那是给聪明人用的!/$",
14671526
},
14681527

@@ -1495,6 +1554,11 @@
14951554
"crafting.desc": "$(italic)我们常说一句话,“魔法从不……”。它从不“就是行得通”,它不会随你操控。你不能光靠所谓魔法扔个火球,烧顿晚饭,或是把一帮劫匪变成青蛙和蜗牛。/$",
14961555
},
14971556

1557+
ancient_cyphers: {
1558+
"1": "在四处探险的过程中,我找到了一些$(l:items/hexcasting)$(item)杂件/$,似乎是古代的咒术师们制造后残存至今的。这些$(item)远古杂件/$的功能和我自己制作的基本一致:都不可再充能,其中$(media)媒质/$耗尽后也都会碎掉。两者间的不同点则在于:搜刮到的$(l:items/hexcasting)$(item)杂件/$的结构已经残破,我可以借此窥探其中的$(hex)咒术/$。",
1559+
"2": "这些物件大概很适合用来学新技巧——若要在授业解惑方面将古代的大师们排第二,就没人能称第一了。$(br2)此外,还可清除其中的$(hex)咒术/$换成我自己写的,如此就得到了能显示自身功能的施法物品。"
1560+
},
1561+
14981562
phials: {
14991563
"1": "我觉得……自然不愿意给我的研究留些余量的做法,令人非常不快。如果我手头只有$(l:items/amethyst)$(item)充能紫水晶/$,就算是最为基础的$(l:patterns/basics#hexcasting:raycast)$(action)弓箭手之馏化/$也会消耗一整块水晶,没利用的$(media)媒质/$就被浪费了。$(br2)幸运的是,我找到了一种解决问题的方法。",
15001564
"2": "我找到了记载着一种注入了$(media)媒质/$的$(item)玻璃瓶/$的卷轴。施放$(hex)咒术/$时,法术会从这种试剂瓶中汲取$(media)媒质/$。液态的$(media)媒质/$便于按量使用,不会有媒质被浪费。它就和$(l:items/hexcasting)$(item)缀品/$的内部电池差不多,也一样可以用$(l:patterns/spells/hexcasting#hexcasting:recharge)$(action)重新充能/$补充媒质。",
@@ -1670,7 +1734,7 @@
16701734
"abs.2": "将一个数变为其绝对值,将一个向量变为其模长。",
16711735

16721736
"pow.1": "执行乘方或向量射影。",
1673-
"pow.2": "若栈顶为两个数,返回两数的乘方。$(li)若为一个数和一个向量,移除该数并计算向量的每个分量与该数的乘方。$(li)若为两个向量,计算栈顶向量对栈顶往下第二向量的$(l:https://en.wikipedia.org/wiki/Vector_projection)向量射影/$。$(br2)第一第二种情况下,栈顶元素或其分量为指数, 栈顶往下第二元素或其分量为底数。",
1737+
"pow.2": "若栈顶为两个数,返回两数的乘方。$(li)若为一个数和一个向量,移除该数并计算向量的每个分量与该数的乘方。$(li)若为两个向量,计算栈顶向量对栈顶往下第二向量的$(l:https://en.wikipedia.org/wiki/Vector_projection)向量射影/$。$(br2)第一第二种情况下,栈顶元素或其分量为指数栈顶往下第二元素或其分量为底数。",
16741738

16751739
floor: "对一个数取底,也即去掉小数部分取整。或对向量的每个分量取底。",
16761740
ceil: "对一个数取顶,也即将小数部分不为零的数换为大于其的最小整数。或对向量的每个分量取顶。",
@@ -1809,7 +1873,7 @@
18091873
index_of: "移除栈顶元素,并将栈顶列表变为该元素在其中第一次出现的位置(从 0 开始)。若没有出现过则返回 -1。",
18101874
remove_from: "移除栈顶的数,而后移除栈顶列表中下标为该数(就是被移除的那个数)的元素。",
18111875
replace: "移除栈顶元素和栈顶的数,而后将栈顶列表中下标为该数(就是被移除的那个数)变为该元素。若该数越界则不进行操作。",
1812-
last_n_list: "移除$(italic)所给数/$个元素,并将这些元素加入列表并将该列表压入栈顶。",
1876+
last_n_list: "移除$(italic)所给数/$个元素,将这些元素加入列表并将该列表压入栈顶。",
18131877
splat: "移除栈顶列表,而后将其中元素全部压入栈顶。",
18141878
construct: "移除栈顶元素,将其加到栈顶列表的开头。",
18151879
deconstruct: "移除栈顶列表中的第一个元素,并将该元素压入栈顶。",

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