diff --git a/projects/assets/modrinth-hexical/1.20-fabric/hexical/lang/en_us.json b/projects/assets/modrinth-hexical/1.20-fabric/hexical/lang/en_us.json new file mode 100644 index 000000000000..c5fcaddf883a --- /dev/null +++ b/projects/assets/modrinth-hexical/1.20-fabric/hexical/lang/en_us.json @@ -0,0 +1,846 @@ +{ + "advancement.hexical:root.title": "A Hexical Day", + "advancement.hexical:root.description": "Begin your exploration of Hexical!", + "advancements.hexical.acquire_arch_lamp.title": "Guardian Genie", + "advancements.hexical.acquire_arch_lamp.description": "Acquire an archgenie lamp.", + "advancements.hexical.acquire_hand_lamp.title": "Diamond in the Rough", + "advancements.hexical.acquire_hand_lamp.description": "Acquire a hand genie lamp.", + "advancements.hexical.educate_lamp.title": "Phenomenal Cosmic Powers!", + "advancements.hexical.educate_lamp.description": "Wish upon a genie lamp.", + "advancements.hexical.hextito_quine.title": "Infinite Pizza Slice", + "advancements.hexical.hextito_quine.description": "A wish well spent.", + "advancements.hexical.specklike.title": "Integrated Reality", + "advancements.hexical.specklike.description": "Like augmented reality, but real.", + "advancements.hexical.diy_conjuring.title": "DIY Conjuring!", + "advancements.hexical.diy_conjuring.description": "Add a custom modifier to a mage block.", + "advancements.hexical.conjure_hexxy.title": "Conjure Hexxy", + "advancements.hexical.conjure_hexxy.description": "Give Hexxy a physical form in your world.", + "advancements.hexical.conjure_cake.title": "The Cake is a Lie", + "advancements.hexical.conjure_cake.description": "Summon a free cake from a mysterious benefactor.", + "block.hexical.amber_seal": "Amber Sealed Block", + "block.hexical.hex_candle_cake": "Hex Candle Cake", + "block.hexical.casting_carpet": "Casting Carpet", + "block.hexical.hex_candle": "Hex Candle", + "block.hexical.mage_block": "Mage Block", + "block.hexical.media_jar": "Media Jar", + "block.hexical.pedestal": "Pedestal", + "block.hexical.periwinkle": "Periwinkle", + "block.hexical.sentinel_bed": "Sentinel Bed", + "death.attack.magic_missile": "%1$s was struck with arcane force by %2$s", + "death.attack.magic_missile.item": "%1$s was struck with arcane force by %2$s using %3$s", + "death.attack.spike": "%1$s was punctured by %2$s", + "death.attack.spike.item": "%1$s was punctured by %2$s using %3$s", + "dye.hexical.uncolored": "Uncolored", + "dye.hexical.white": "White", + "dye.hexical.orange": "Orange", + "dye.hexical.magenta": "Magenta", + "dye.hexical.light_blue": "Light Blue", + "dye.hexical.yellow": "Yellow", + "dye.hexical.lime": "Lime", + "dye.hexical.pink": "Pink", + "dye.hexical.gray": "Gray", + "dye.hexical.light_gray": "Light Gray", + "dye.hexical.cyan": "Cyan", + "dye.hexical.purple": "Purple", + "dye.hexical.blue": "Blue", + "dye.hexical.brown": "Brown", + "dye.hexical.green": "Green", + "dye.hexical.red": "Red", + "dye.hexical.black": "Black", + "effect.hexical.wooleyed": "Wooleyed", + "effect.hexical.wooleyed.description": "Helps me unsee some of the horrors I have seen.", + "emi.category.hexical.dyeing": "Dye Spell", + "emi.category.hexical.transmuting": "Transmuting", + "enchantment.hexical.analyzing": "Analyzing", + "entity.hexical.animated_scroll": "Animated Scroll", + "entity.hexical.magic_missile": "Magic Missile", + "entity.hexical.mesh": "Mesh", + "entity.hexical.speck": "Speck", + "entity.hexical.spike": "Amethyst Spike", + "key.categories.hexical": "Hexical", + "key.hexical.evoke": "Evoke", + "key.hexical.telepathy": "Call Telepathy", + "item.hexical.animated_scroll_small": "Small Animated Scroll", + "item.hexical.animated_scroll_medium": "Medium Animated Scroll", + "item.hexical.animated_scroll_large": "Large Animated Scroll", + "item.hexical.arch_lamp": "Archgenie Lamp", + "item.hexical.babelbug": "Babelbug", + "item.hexical.copper_driver_dot": "Copper Driver Dot", + "item.hexical.curio_beauty": "Beauty Curio", + "item.hexical.curio_bismuth": "Bismuth Curio", + "item.hexical.curio_charm": "Charm Curio", + "item.hexical.curio_clover": "Clover Curio", + "item.hexical.curio_compass": "Compass Curio", + "item.hexical.curio_conch": "Conch Curio", + "item.hexical.curio_cube": "Cube Curio", + "item.hexical.curio_down": "Down Curio", + "item.hexical.curio_flute": "Flute Curio", + "item.hexical.curio_handbell": "Handbell Curio", + "item.hexical.curio_heart": "Heart Curio", + "item.hexical.curio_interlock": "Interlock Curio", + "item.hexical.curio_key": "Key Curio", + "item.hexical.curio_staff": "Staff Curio", + "item.hexical.curio_strange": "Strange Curio", + "item.hexical.curio_truth": "Truth Curio", + "item.hexical.curio_up": "Up Curio", + "item.hexical.gauntlet_staff": "Gauntlet Staff", + "item.hexical.gold_driver_dot": "Gold Driver Dot", + "item.hexical.grimoire": "Grimoire", + "item.hexical.hand_lamp": "Hand Genie Lamp", + "item.hexical.hex_gummy": "Hex Gummy", + "item.hexical.hexburst": "Hexburst", + "item.hexical.hextito": "Hextito", + "item.hexical.iron_driver_dot": "Iron Driver Dot", + "item.hexical.lei": "Lei", + "item.hexical.lightning_rod_staff": "Lightning Rod Staff", + "item.hexical.media_log": "Media Log", + "item.hexical.media_log.0": "Media Log", + "item.hexical.media_log.1": "Error Log", + "item.hexical.netherite_driver_dot": "Netherite Driver Dot", + "item.hexical.plush_hexxy": "Hexxy", + "item.hexical.plush_irissy": "Irissy", + "item.hexical.plush_pentxxy": "Pentxxy", + "item.hexical.plush_quadxxy": "Quadxxy", + "item.hexical.plush_thothy": "Thothy", + "item.hexical.plush_flexxy": "Flexxy", + "item.minecraft.potion.effect.wooleyed": "Potion of Wooleyeing", + "item.minecraft.splash_potion.effect.wooleyed": "Splash Potion of Wooleyeing", + "item.minecraft.lingering_potion.effect.wooleyed": "Lingering Potion of Wooleyeing", + "item.minecraft.tipped_arrow.effect.wooleyed": "Arrow of Wooleyeing", + "item.minecraft.potion.effect.long_wooleyed": "Potion of Wooleyeing", + "item.minecraft.splash_potion.effect.long_wooleyed": "Splash Potion of Wooleyeing", + "item.minecraft.lingering_potion.effect.long_wooleyed": "Lingering Potion of Wooleyeing", + "item.minecraft.tipped_arrow.effect.long_wooleyed": "Arrow of Wooleyeing", + "item.minecraft.potion.effect.strong_wooleyed": "Potion of Wooleyeing", + "item.minecraft.splash_potion.effect.strong_wooleyed": "Splash Potion of Wooleyeing", + "item.minecraft.lingering_potion.effect.strong_wooleyed": "Lingering Potion of Wooleyeing", + "item.minecraft.tipped_arrow.effect.strong_wooleyed": "Arrow of Wooleyeing", + "itemGroup.hexical.general": "Hexical", + "stat.hexical.evocation": "Times Wololoed", + "subtitles.hexical.amethyst_melt": "Amethyst melts", + "subtitles.hexical.babelbug_chirps": "Babelbug chirps", + "subtitles.hexical.item_dunks": "Item submerges", + "subtitles.hexical.evoking_murmur": "Player chants", + "subtitles.hexical.lamp_activate": "Lamp activates", + "subtitles.hexical.lamp_deactivate": "Lamp deactivates", + "subtitles.hexical.player_slurp": "Player slurps", + "subtitles.hexical.handbell_chimes": "Handbell chimes", + "subtitles.hexical.magic_wooshes": "Magic wooshes", + "subtitles.hexical.replenish_air": "Lungs inflate", + "subtitles.hexical.sudden_realization": "Idea pops", + "tag.hexical.can_not_mage_mouth": "Can Not Mage Mouth", + + "hexical.autograph.header": "Autographed by:", + "hexical.babelbug.hex": "Trained Hex: %s", + "hexical.charmed": "Charmed", + "hexical.cracked.cracked": "Cracked", + "hexical.cracked.hex": "Cracked Hex: %s", + "hexical.grimoire.contains": "Contains bindings for ", + "hexical.driver_dot.pattern": "Targetting %s", + "hexical.driver_dot.program": "Hex: %s", + "hexical.hexburst.iota": "Held Iota: %s", + "hexical.hextito.hex": "Held Hex: %s", + "hexical.recipe.media_free": "Free", + "hexical.recipe.media_cost": "Costs %s dust", + "hexical.recipe.media_yield": "Yields %s dust", + "hexical.ledger.stack": "Last Stack Before Mishap:", + "hexical.ledger.mishap": "Last Mishap Message:", + "hexical.mage_block.bouncy": "Bouncy", + "hexical.mage_block.lifespan": "Lifespan: %d", + "hexical.mage_block.redstone": "Energized: %d", + "hexical.mage_block.volatile": "Volatile", + + "hexcasting.mishap.bad_block.akashic_bookshelf": "an akashic bookshelf", + "hexcasting.mishap.bad_block.mage_block": "a mage block", + "hexcasting.mishap.bad_block.pedestal": "a pedestal", + "hexcasting.mishap.bad_block.flower_spawnable": "air or a flower pot", + "hexcasting.mishap.bad_block.rotatable": "a block with direction", + "hexcasting.mishap.bad_block.solid_platform": "a solid platform", + "hexcasting.mishap.bad_item.animated_scroll": "an animated scroll", + "hexcasting.mishap.bad_item.anything": "any item", + "hexcasting.mishap.bad_item.crackable_item": "a device capable of casting Hexes or a curio", + "hexcasting.mishap.bad_item.firework_star": "a firework star", + "hexcasting.mishap.bad_item.grimoire": "a grimoire", + "hexcasting.mishap.bad_item.nonfull_grimoire": "a grimoire with less than 512 bindings", + "hexcasting.mishap.bad_item.has_brain": "a villager capable of thought", + "hexcasting.mishap.bad_item.autographed": "an autographed item", + "hexcasting.mishap.bad_item.driver_dot": "a driver dot", + "hexcasting.mishap.bad_item.hand_lamp": "a Hand Genie Lamp", + "hexcasting.mishap.bad_item.lamp": "a lamp", + "hexcasting.mishap.bad_item.mesh": "a mesh", + "hexcasting.mishap.bad_item.smart_villager": "a Journeyman or greater level villager", + "hexcasting.mishap.bad_item.sniffer": "a sniffer", + "hexcasting.mishap.bad_item.specklike": "a specklike entity", + "hexcasting.mishap.bad_item.target.smelting": "an item able to be smelted in a furnace", + "hexcasting.mishap.bad_item.target.roasting": "an item able to be smelted in a campfire", + "hexcasting.mishap.bad_item.target.smoking": "an item able to be smelted in a smoker", + "hexcasting.mishap.bad_item.target.blasting": "an item able to be smelted in a blast furnace", + "hexcasting.mishap.bad_item.target.stonecutting": "an item able to be cut in a stonecutter", + "hexcasting.mishap.bad_item.uncharmed": "an uncharmed item", + "hexcasting.mishap.invalid_value.axis_vector": "an axis vector", + "hexcasting.mishap.invalid_value.horizontal_axis_vector": "a horizontal axis vector", + "hexcasting.mishap.invalid_value.class.dye": "a dye", + "hexcasting.mishap.invalid_value.class.pigment": "a pigment", + "hexcasting.mishap.invalid_value.conjurable_flora_id": "an identifier of a conjurable flower type", + "hexcasting.mishap.invalid_value.entity_or_vector": "an entity or a vector", + "hexcasting.mishap.invalid_value.inventory": "an iota that represents an inventory", + "hexcasting.mishap.invalid_value.item_entity_or_null": "an item entity or null", + "hexcasting.mishap.invalid_value.lesser_sentinel_list": "a list of vectors", + "hexcasting.mishap.invalid_value.nonempty_list": "a non-empty list", + "hexcasting.mishap.invalid_value.number_or_vector": "a number or a vector", + "hexcasting.mishap.invalid_value.pattern_list": "a list of patterns", + "hexcasting.mishap.invalid_value.small_vector": "a vector of length 2 or less", + "hexcasting.mishap.invalid_value.text_list": "a list of text iota", + "hexcasting.mishap.invalid_value.to_pigment": "a colored dye, identifier of a pigment item, an item entity containing a pigment, or a player", + "hexcasting.mishap.invalid_value.colored_dye": "a colored dye", + "hexcasting.mishap.invalid_value.colored_dye_list": "a list of colored dyes", + "hexcasting.mishap.invalid_value.vector_list": "a list of vectors", + "hexcasting.mishap.invalid_value.vector_or_null": "a vector or null", + "hexcasting.mishap.hexical:can_not_dye": "Can not dye target or target can not support that color", + "hexcasting.mishap.hexical:inedible": "Chosen item is not edible or too complex for Mage Mouth.", + "hexcasting.mishap.hexical:magic_missile_coordinates": "Could not identify any form of spatial axis.", + "hexcasting.mishap.hexical:needs_charmed_item": "Expected to be cast by a charmed item.", + "hexcasting.mishap.hexical:needs_lamp": "Expected to be cast by a genie.", + "hexcasting.mishap.hexical:needs_staff": "Expected to be cast by a staff.", + "hexcasting.mishap.hexical:outside_circle": "Spell exceeds the domain of the spell circle.", + "hexcasting.mishap.hexical:illegal_jailbreak": "Attempted to crack a casting device with a Hex in it.", + "hexcasting.mishap.hexical:invalid_slot": "%d does not fit in the capabilities of the inventory specified by %s.", + "hexcasting.mishap.hexical:no_prestidigitation": "Target had no prestidigitation effects.", + + "hexcasting.action.book.hexical:get_lamp_position": "Genie Refl.: Spatial", + "hexcasting.action.book.hexical:get_lamp_rotation": "Genie Refl.: Rotational", + "hexcasting.action.book.hexical:get_lamp_velocity": "Genie Refl.: Kinetic", + "hexcasting.action.book.hexical:get_lamp_use_time": "Genie Refl.: Temporal", + "hexcasting.action.book.hexical:get_lamp_media": "Genie Refl.: Media", + "hexcasting.action.book.hexical:get_lamp_storage": "Genie Refl.: Memory", + "hexcasting.action.book.hexical:has_autograph": "Authenticator's Dstl.", + "hexcasting.action.book.hexical:right_click_other": "Manipulative Purif.", + "hexcasting.action.book.hexical:serialize_pattern": "Chirographer's Purif.", + "hexcasting.action.book.hexical:deserialize_pattern": "Calligrapher's Purif.", + "hexcasting.action.book.hexical:shuffle_pattern": "Glyphmaker's Dstl.", + "hexcasting.action.book.hexical:read_shelf": "Librarian's Purif. II", + "hexcasting.action.book.hexical:zone_specklike": "Zone Dstl.: Specklike", + "hexcasting.action.book.hexical:is_mute": "Censorship Purif.", + "hexcasting.action.book.hexical:modify_block_bouncy": "Bouncy", + "hexcasting.action.book.hexical:modify_block_energized": "Energized", + "hexcasting.action.book.hexical:modify_block_ephemeral": "Ephemeral", + "hexcasting.action.book.hexical:modify_block_invisible": "Invisible", + "hexcasting.action.book.hexical:modify_block_volatile": "Volatile", + + "hexical.page.hexical_staves.title": "Hexical Staves", + "hexical.page.lightning_rod_staff.0": "By fixing a $(item)Block of Amethyst$() to some $(item)Lightning Rods$(), I can make quite the impressive $(l:items/staff)$(item)Staff$(). It is quite weighty to wield but feels absolutely $(o)electrifying$() to use.", + "hexical.page.lightning_rod_staff.1": "$(o)I learned there are troubles$(br)Of more than one kind.$(br)Some come from ahead$(br)And some come from behind.$(br2)But I've bought a big bat.$(br)I'm all ready, you see.$(br)Now my troubles are going$(br)To have troubles with $(l)me!$()", + "hexical.page.gauntlet_staff.0": "$(l:items/staff)$(item)Staves$() are quite heavy to wield and finnicky to hold. Should I tire of them, I can construct a gauntlet-like device that will allow me to grasp and warp the _media to my will with my own hands.", + "hexical.page.gauntlet_staff.1": "$(o)Even the wand itself seems impractical to me. If you need something to grasp and shape the aura, it should be something appropriate. Something like a glove.$()$(br2)- Strange notes I have recovered from an odd book. Clearly this \"aura\" they speak of is _media.", + + "hexical.page.driver_dot.title": "Driver Dots", + "hexical.page.driver_dot.0": "$(item)Driver Dots$() are small metal beads with an attuned pattern and a _Hex. Whenever a _Hex connected to my person casts a pattern that has no meaning to Nature, $(item)Dots$() on my person can prevent the usual mishap and substitute a different behavior.$(br2)$(o)A tiny engraved metal bead on a simple loop of wire through her left earlobe. A driver dot.$()", + "hexcasting.action.hexical:program_driver": "Program Driver", + "hexical.page.program_driver.summary": "Attunes the $(item)Driver Dot$() in my offhand to the given pattern and _Hex. Free. $(item)Netherite Driver Dots$() disregard the pattern given.", + "hexical.recipe.driver_dot.header": "Create Dot", + "hexical.page.copper_driver_dot.summary": "Matches on invalid patterns that match $(o)exactly$() its attuned pattern, and pushes the list of iotas to the stack.", + "hexical.page.iron_driver_dot.summary": "Matches on invalid patterns that match $(o)exactly$() its attuned pattern, and casts its _Hex rather than allow the mishap.", + "hexical.page.gold_driver_dot.summary": "Matches on invalid patterns that prefix with its attuned pattern, and pushes the offending pattern to the stack before casting its _Hex.", + "hexical.page.netherite_driver_dot.summary": "Matches on all invalid patterns not caught by its predecessors, and pushes the offending pattern to the stack before casting its _Hex.", + "hexical.page.driver_dot.1": "Something of note: it appears that all $(item)Driver Dots$() that cast (all $(item)Driver Dots$() above copper) can $(o)recurse$(). That is to say, they can theoretically invoke an iota and trigger themselves again with a new stack.$(br2)$(o)It's turtles all the way down.$()", + + "hexical.page.grimoire.title": "Grimoires", + "hexical.page.grimoire.0": "By encrusting an $(item)Enchanted Book$() with $(l:items/amethyst)$(item)Charged Amethyst$() and $(l:items/edified)$(item)Edified Wood$()$(), it traps _media within the pages like an echo chamber. I can then introduce up to 512 pattern-to-pattern-list bindings for the $(item)Grimoire$() to keep bouncing endlessly inside.", + "hexical.page.grimoire.1": "When I cast a $(l:patterns/patterns_as_iotas)pattern$() that has been associated with a list using my $(l:items/staff)$(item)Staff$() with the $(item)Grimoire$() in my inventory or my $(thing)Ender Chest$(), Nature pretends I had drawn the full list, allowing me to create shortcuts for common mantras or large patterns. The $(item)Grimoire$() can even overwrite Nature's $(l:patterns/patterns_as_iotas)patterns$().$(br2)$(o)If there's a book that you want to read, but it hasn't been written yet, then you must write it.$()", + "hexcasting.action.hexical:write_grimoire": "Write Grimoire", + "hexical.page.write_grimoire.summary": "Associates a pattern to a list of patterns in the $(item)Grimoire$() in my offhand.", + "hexcasting.action.hexical:erase_grimoire": "Erase Grimoire", + "hexical.page.erase_grimoire.summary": "Erases any associations for a pattern that may exist in the $(item)Grimoire$() in my offhand.", + "hexcasting.action.hexical:index_grimoire": "Archivist Reflection", + "hexical.page.index_grimoire.summary": "Gets a list of all patterns modified by the $(item)Grimoire$() in my offhand.", + + "hexical.page.hex_candle.title": "Hex Candles", + "hexical.page.hex_candle.0": "When ignited for the first time, either $(l:patterns/spells/prestidigitation)magically$() or with a $(item)Flint and Steel$(), these delightful little candles have pale white flames. Their flames change to copy the $(l:items/pigments)Pigment$() of anyone who interacts with them. I can also give them a $(item)$(l:items/pigments)Pigment$() item directly to change its color.$(br2)To extinguish, sneak use.", + "hexical.page.hex_candle.1": "Like with regular $(item)Candles$(), I can place them on $(item)Cakes$() as well.$(br2)$(o)The doctor found himself in an immense cave lined with countless quivering candles, each representing the duration of a life.$()", + + "hexical.page.media_jar.title": "Media Jar", + "hexical.page.media_jar.0": "I can melt down all my $(l:items/amethyst)$(item)Amethyst$() in this little jar! Unfortunately, the glass is too thick for me to draw _media through it, although I have read tales that ancient _Hexcasters were able to solve this issue and were able to bottle up liquid _media in some kind of flask to use in their _Hexes. However, this $(item)Media Jar$() also has some fascinating properties for recycling _media.", + "hexical.page.media_jar.description": "$(o)There, sure enough, she saw the faint translucent outline of something aboout the size of a hen's egg. There was just a touch of color in it, a pale sea-green, soft and shimmering and very beautiful.", + "hexical.page.media_jar.1": "I can dunk items into the liquid for various purposes. Items designed for holding _media like $(l:items/phials)$(item)Phials$() are filled. For many unprotected items, the _media soaks in and $(o)transmute$() the item in unpredictable and often surprising ways.$(br2)Transmuting can be done in-world by using an item on the jar, in my inventory similar to a $(item)Bundle$(), or fed via a $(item)Hopper$().", + "hexical.recipe.enchant_apple.header": "Enchant Apple", + "hexical.recipe.enchant_apple.text": "Imbues a $(item)Golden Apple$() with a tremendeous amount of _media, transforming it into the rare and more potent $(item)Enchanted Golden Apple$().", + "hexical.recipe.thoughtknot.header": "Weave Thought-Knot", + "hexical.recipe.thoughtknot.text": "Crafts $(l:items/thought_knot)$(item)Thought-Knots$() by submerging $(item)String$() in a large volume of _media rather than brushing an $(l:items/amethyst)$(item)Amethyst Dust$() on it. A slightly more efficient recipe.", + "hexical.recipe.unthoughtknot.header": "Release Memory", + "hexical.recipe.unthoughtknot.text": "Sucks the _media out of a $(l:items/thought_knot)$(item)Thought-Knot$(). Loses _media compared to the crafting recipe, but useful for recycling the little bit of _media.", + "hexical.recipe.cry_obsidian.header": "Sadden Obsidian", + "hexical.recipe.cry_obsidian.text": "Infuses $(item)Obsidian$() with _media which leaks out of it, giving it a distinctive crying appearance.", + "hexical.recipe.uncry_obsidian.header": "Calm Obsidian", + "hexical.recipe.uncry_obsidian.text": "Returns the _media from $(item)Crying Obsidian$().$(br2)$(o)Therapy! :D$()", + "hexical.recipe.fossil_fuel.header": "Coal", + "hexical.recipe.fossil_fuel.text": "Transforms $(item)Charcoal$() into $(item)Coal$() by infusing thought into it and then immediately killing it. Good for compacting.", + "hexical.recipe.renewable_fuel.header": "Charcoal", + "hexical.recipe.renewable_fuel.text": "Transforms $(item)Coal$() into $(item)Charcoal$(). Why?", + + "hexical.page.casting_carpet.title": "Casting Carpets", + "hexical.page.casting_carpet.0": "I can weave $(l:items/amethyst)$(item)Amethyst$() into any ordinary rug to create this wonderfully comfy rug. Stepping on the carpet, I can feel the _media coursing under my feet. It feels disorienting but surprisingly puts me at peace.$(br2)I feel very inspired, as if I were wearing a $(l:items/lens)$(item)Scrying Lens$() although weaker. My _Hexcasting vision seems to have been expanded.", + "hexical.page.casting_carpet.1": "$(o)Why is the red carpet red? It can be any color.$()", + + "hexical.page.media_log.title": "Media Logs", + "hexical.page.media_log.0": "_Hexcasting is an Art just waiting for me to lose track of my casting and Nature is all too ready to punish my carelessness the moment it happens.$(br2)Fortunately, Nature also provides a method for me to reflect on my folly... only after suffering the consequences of them, of course.", + "hexical.page.media_log.1": "They call it the $(item)$(m)Error$() $(item)Media Log$(). I simply stab a shard of $(l:items/amethyst)$(item)Amethyst$() through an $(l:items/edified)$(item)Edified Log$() and for some reason, Nature is now ready to spill my errors straight into my mind.", + "hexical.page.media_log.2": "The $(item)Media Log$() will only capture mistakes cast by my $(l:items/staff)$(item)Staff$() and the $(l:items/hexcasting)casting devices$() I use.$(br2)By holding it tightly and meditating on it, it reveals to me the last handful of patterns cast sequentially (even by other $(l:patterns/meta)patterns$(), all flattened out into a linear stream), the mishap that occured, and the top few iotas of the stack right before mishap.", + "hexical.page.media_log.3": "I could hypothetically use it as a method of examining the contents of a $(l:items/hexcasting)casting device$() after casting it, although the short backlog of patterns makes getting a complete _Hex out of anything but the simplest items impossible.$(br2)$(o)Now you may only see a pile of receipts, but I see a story. I can see where this story is going. It does not look good.$()", + + "hexical.page.sentinel_bed.title": "Sentinel Beds", + "hexical.page.sentinel_bed.0": "The $(item)Lodestone$() inside seems to make this block $(o)and the entities shoved in it$() always within my _Hexes' ambit, although I prefer to believe the $(item)Wool$() invites my $(l:patterns/spells/sentinels)$(thing)Sentinel$(). Cats seem to find it cozy too, like a lit furnace or a bed.$(br2)I hear rumors of ancient _Hexcasters using this as some kind of iota storage from any range but I struggle to imagine how.", + "hexical.page.sentinel_bed.1": "$(o)A comfy bed for my sentinel, it always seems eager to return to it.$()", + + "hexical.page.periwinkle.title": "Periwinkle", + "hexical.page.periwinkle.0": "There is an long-extinct species of flowers called $(item)Periwinkles$(). In addition to looking pretty, they have great calming abilities; ancient _Hexcasters used them to cope with the great horrors that comes with the Art.$(br2)$(o)A special flower for a special person.$()", + "hexcasting.action.hexical:periwinkle": "Induce Digging", + "hexical.page.periwinkle.summary": "Fortunately, the Art of _Hexcasting is a versatile one and provides the means to bring back near anything.", + "hexical.page.periwinkle.1": "I believe that there is a certain creature capable of $(o)sniffing$() out these flowers. I can cast the previous spell on these $(thing)Sniffers$() to compel them to immediately drop down and unearth these flowers for me.$(br2)Such a perversion of free will comes at a cost, around three $(l:items/amethyst)$(item)Charged Amethyst$(). There may also be the occasional harmless mental $(o)error$(); I am not infallible after all, especially working with something as complex as the mind.", + "hexical.page.periwinkle.2": "Some magic must be at play here: $(thing)Sniffers$() can dig up $(item)Periwinkles$() from any block at all, even inorganic ones or ones orginating from other planes of reality.$(br2)I imagine that the spell doesn't just \"ask\" the $(thing)Sniffer$() to find the flowers; it $(o)conjures$() them. It fishes around in the brain for the memory of $(item)Periwinkle$() and from that, it receives a template which it instantiates and allows the $(thing)Sniffer$() to dig up. And if it can do it, so $(l:patterns/spells/conjure_flora)can I$().", + + "hexical.page.lei.summary": "Once I have recovered some $(l:items/periwinkle)$(item)Periwinkles$(), I can string the flowers into a $(item)Lei$()! The $(item)Lei$() provides a few boons reminiscent of the $(l:items/lens)$(item)Scrying Lens$(), although noticeably weaker.", + "hexical.page.lei.description": "When worn, the naturally calming abilities of $(l:items/periwinkle)$(item)Periwinkles$() helps to ward off my fall into madness. This is most noticeable in that it prevents Nature from claiming my life as payment for _Hexes.$(br2)A $(item)Lei$() can be placed on another person who is not wearing a helmet. _Hexcasters did this as a sign of endearment and affection due to the $(item)Lei$()'s protective abilities, as well as the effort of obtaining the flowers.", + + "hexical.page.plushies.title": "Plushies", + "hexical.page.plushies.0": "The ancient _Hexcasters have created these delightful $(item)Plushies$()! They seem to be references to some of the patterns I use in _Hexcasting. I'm not sure if they do anything, but they are a lovely little collector's item.$(br2)The occasional wandering merchant might have picked up one or two during their travels.", + "hexical.page.plushies.hexxy": "This one looks slightly deranged. I feel slightly anxious having it in my inventory.", + "hexical.page.plushies.thothy": "This one seems to sleeping. I feel strangely assured with it on me, as if it were watching over me.", + "hexical.page.plushies.irissy": "This one seems to stare directly at me no matter where I put it. What have you seen, great Irissy?", + "hexical.page.plushies.quadxxy": "This one might have been made by a bad craftsman. It's not even on a hexagonal grid!", + "hexical.page.plushies.pentxxy": "... I'm starting to think these were made intentionally.", + "hexical.page.plushies.flexxy": "The $(o)detail$() on this plushie is unnaturally good. Flexxy must have been quite the idol for this much effort to be poured into its effigy.", + + "hexical.page.wooleyed_potion.title": "Potions of Wooleyeing", + "hexical.page.wooleyed_potion.0": "These $(item)Potions$() let me forget some of the eldritch knowledge _Hexcasting provides. A base dose removes my ability to trade my own life for _media, useful if I do not want to be carried off from a mere miscalculation. Higher potencies remove the ability to cast great spells entirely, possibly useful as an offensive tool.$(br2)$(o)It is unseen.$()", + "hexical.page.wooleyed_potion.header": "Potion of Wooleyeing", + "hexical.page.wooleyed_potion.1": "I can brew one by boiling a $(l:items/periwinkle)$(item)Periwinkle$() into a simple $(item)Awkward Potion$(). $(item)Glowstone Dust$() and $(item)Redstone Dust$() have their standard amplifying and lengthening effects, as with most potions.", + + "hexical.page.curios.title": "Curios", + "hexical.page.curios.0": "$(item)Curios$() are decorative items created by whittling a piece of $(l:items/amethyst)$(item)Charged Amethyst$() inside a $(item)Stonecutter$().$(br2)They have an odd interaction with the $(l:patterns/great_spells/charm#hexical:charm)$(action)Charm$() spell; after being charmed, being deprived of that charm via the $(l:patterns/great_spells/charm#hexical:discharm)$(action)Discharm$() spell or using up the _media causes the $(item)Curio$() to shatter.", + "hexical.page.curio_bismuth.summary": "Based off rumors of a mineral called $(o)bismuth$() that tends into these geometric formations. I have yet to encounter it but I was able to replicate its supposed shape.$(br2)I don't believe that such an shape would emerge naturally but Nature delights in surprising me.", + "hexical.page.curio_clover.summary": "A four-leaved clover, based off a universal symbol of good luck. I can't imagine why four is the number that compels Nature to bless the holder with luck, if anything it should be six, but I have dutifully copied its appearance. I wonder if that superstitution still applies when it's carved out of a crystal.", + "hexical.page.curio_compass.summary": "A $(item)Compass$(). If the $(l:patterns/great_spells/charm)$(action)Charm$() _Hex leaves a vector on top of the stack, the compass needle immediately swings to face the vector.$(br2)This even works in places with inconsistent spatial rules that scramble ordinary $(item)Compasses$(). I can also $(l:patterns/readwrite)read$() it to get a unit vector.", + "hexical.page.curio_conch.summary": "An intricate seashell. When held close to the ear, I can make out the sound of ambient _media; it sounds like waves on a beach.$(br2)Perhaps not thinking about it too deeply is the only thing stopping me from drowning in it. It feels like swimming through honey.", + "hexical.page.curio_cube.summary": "A boring, but classic simple cube. I live in a world of blocks, it is only fair to depict one.", + "hexical.page.curio_flute.summary": "A musical instrument. I can play it by looking up or down and using it.$(br2)If the $(l:patterns/great_spells/charm)$(action)Charm$() _Hex leaves a number on top of the stack, the $(item)Curio$() will play a single note after use; the same note created by $(l:patterns/spells/basic#hexcasting:beep)$(action)Make Note$() imitating a flute with the number as the second argument.", + "hexical.page.curio_handbell.summary": "A small, quaint handbell that produces two short chimes when shaken. Branded with the symbol of a deity.$(br2)Historically, bells such as these have been used to call for assistance and summon helpers. I will need to $(l:patterns/great_spells/charm)charm$() it to conjure my own helpers.", + "hexical.page.curio_heart.summary": "Ancient _Hexcasters often made $(item)Curios$() of this shape to communicate their adoration for each other.$(br2)I can feel it beat slightly in my hands despite being made of an inert crystal.. perhaps it is because I imagine that it should beat.", + "hexical.page.curio_interlock.summary": "A pair of rings that I have intricately carved to be separate but interlocked and impossible to separate without breaking one of the rings.$(br2)To invoke its charm, I grab both rings and yank, slamming them against each other.", + "hexical.page.curio_key.summary": "A caricature of a key. It does not fit any lock that I know of and lacks the parts to even work with a standard lock.$(br2)Perhaps I have to be the one to make a lock that fits the key instead of the other way around.", + "hexical.page.curio_staff.summary": "A very polished staff, somehow formed from a single crystal. I can not use it like a regular $(l:items/staff)$(item)Staff$() sadly. When $(l:patterns/great_spells/charm)charmed$(), it produces audible wooshes of _media.$(br2)I wonder if a $(l:items/staff)$(item)Staff$() constructed of $(l:items/amethyst)$(item)Amethyst$() would consume itself when I try to cast a _Hex.", + "hexical.page.curio_charm.summary": "A cutting of a raw crystal into a generic gemstone shape that for some reason raises its perceived value tremendously.$(br2)Regrettably, it is too big and $(l:items/amethyst)$(item)Amethyst$() is too cloudy of a material for it to have the radiance I was expecting. Perhaps perfection is boring.", + "hexical.page.curio_strange.summary": "A distortion of the $(item)Charm Curio$(), with deliberate overcutting and the introduction of protrusions.$(br2)Oddly enough, all the edges and sharp corners and knobs give it a much more vibrant and intricate play of light than the $(item)Charm Curio$().", + "hexical.page.curio_beauty.summary": "A small and dense bead of $(l:items/amethyst)$(item)Amethyst$(). I have made it by sanding off much of the crystal it came from and compressing until I had produced a small, near-perfectly spherical object.$(br2)Like its concept, despite being small, it carries a great deal of weight.", + "hexical.page.curio_truth.summary": "As the opposition to the $(item)Beauty Curio$() and representing the abstract concept of truth, this $(item)Curio$() is sharper and multifacted, resembling a teardrop. I have cut it in an odd polarizing way such that each of the four quadrants along the gem catch the light in a slightly different way.", + "hexical.page.curio_up.summary": "An upwards facing arrow. Cut in such a way that the center of balance faces downwards, making the item swing to face upwards at all times.$(br2)This design is often used by _Hexcasters to express approval.", + "hexical.page.curio_down.summary": "A downwards facing arrow. The cutting is slightly altered to be distinct from just holding the $(item)Up Curio$() upside down, letting it catch the light in a slightly different angle and always face down instead.$(br2)This design is often used by _Hexcasters to express disapproval.", + + "hexical.page.pedestal.title": "Pedestals", + "hexical.page.pedestal.0": "A $(item)Pedestal$() can keep an item suspended safely for me. Unlike an $(item)Item Frame$() or a $(item)Chest$() though, my _Hexes can still interact with the item as though it were just dropped on the floor. An empty $(item)Pedestal$() can pull items near it and it interacts with $(item)Hoppers$() about how I would expect. It works even if the item is swapped out.", + "hexical.page.pedestal.1": "$(o)A pedestal is as much a prison as any small, confined space.$()", + + "hexical.page.lamps.title": "Genie Lamps", + "hexical.page.lamps.0": "I hear of an item that contains a $(o)genie$() inside of it. From my research, wandering merchants—unable to use its potential—may sell it. It is a simply brilliantly designed $(l:items/hexcasting)$(item)casting device$(). Sadly details on its creation and the entity living inside have been lost to time.$(br2)Like a $(l:items/hexcasting)$(item)Trinket$(), it has an inscribed _Hex and can only use its own reservoir of _media, but the reservoir is expandable up to ten thousand $(l:items/amethyst)$(item)Amethyst Dust$() and the _Hex is freely rewriteable.", + "hexcasting.action.hexical:wish": "Wish", + "hexical.page.wish.summary": "Wish the genie in my offhand to cast a _Hex for me and refuels the $(item)Lamp$() by the given amount of $(l:items/amethyst)$(item)Amethyst Dust$(), taken from my inventory.", + "hexical.page.lamps.1": "Of course, to compare it to a $(l:items/hexcasting)$(item)Trinket$() is insulting. It casts $(o)$(l)EVERY INSTANT$(). When holding down the switch, I am treated to a splendid unceasing gush of _media. The casting entity inside must be magnitudes stronger than I am—I can only estimate it fires off a _Hex $(o)twenty times$() every second until I let go.$(br2)Interestingly, the device produces very little of the sounds and particles that accompany other casting methods, perhaps a testament to how efficient this being is.", + "hexcasting.action.hexical:get_lamp_position": "Genie Reflection: Spatial", + "hexical.page.get_lamp_position.summary": "Pushes my original position when I began using the $(item)Lamp$().", + "hexcasting.action.hexical:get_lamp_rotation": "Genie Reflection: Rotational", + "hexical.page.get_lamp_rotation.summary": "Pushes my original rotation when I began using the $(item)Lamp$().", + "hexcasting.action.hexical:get_lamp_velocity": "Genie Reflection: Kinetic", + "hexical.page.get_lamp_velocity.summary": "Pushes my original velocity when I began using the $(item)Lamp$().", + "hexcasting.action.hexical:get_lamp_use_time": "Genie Reflection: Temporal", + "hexical.page.get_lamp_use_time.summary": "Pushes how many times the $(item)Lamp$() has cast since I began using the $(item)Lamp$(). I can divide by by 20 to convert to seconds.", + "hexcasting.action.hexical:get_lamp_media": "Genie Reflection: Media", + "hexical.page.get_lamp_media.summary": "Pushes the remaining _media of the $(item)Lamp$(), in units of dust.", + "hexcasting.action.hexical:set_lamp_storage": "Genie Gambit", + "hexical.page.set_lamp_storage.summary": "Asks the genie to remember an iota for me. Strangely, the genie seems able to bypass the Transgress Others mishap, perhaps because it requires my active concentration to use this $(item)Lamp$().", + "hexcasting.action.hexical:get_lamp_storage": "Genie Reflection: Memory", + "hexical.page.get_lamp_storage.summary": "Requests the iota I had saved to the genie to be pushed to the top of the stack. If I had not previously saved anything, the genie pushes $(l:casting/influences)$(thing)Null$().", + "hexcasting.action.hexical:lamp_finale": "Finale Reflection", + "hexical.page.lamp_finale.summary": "When my $(item)Lamp$() deactivates, it casts an additional time. I can use this pattern to recognize whether a cast is that finale, and react accordingly.", + "hexical.page.lamps.2": "This variant is acquired in much the same way as the $(l:items/lamps)$(item)Hand Lamp$(), although harder to come by and even stronger still. It requires far less supervision than its more common sibling: I simply rub the lamp for a few seconds while wishing deeply, and it activates. While anywhere on my person, it will cast with the same mind-boggling speed. The genie stops casting when it falls onto the ground, or when I repeat the activation motion. It can use all the same patterns.", + + "hexical.page.pedestal_circles.title": "Pedestals in Circles", + "hexical.page.pedestal_circles.0": "$(l:items/pedestals)$(thing)Pedestals$() have magical abilities!$(br2)If they are holding $(l:patterns/readwrite#hexcasting:write)$(item)an item that contains information$() and the $(l:greatwork/spellcircles)$(thing)spell circle$()'s wave passes over them as if they were a $(l:items/slate)$(item)Slate$(), they push the iota onto the stack. If the $(l:items/pedestals)$(thing)Pedestal$() happens to processed inside an unclosed $(l:patterns/patterns_as_iotas#hexcasting:open_paren)Introspection$(), the iota appears inside the constructed list.", + "hexical.page.pedestal_circles.1": "An $(l:greatwork/spellcircles)$(item)Impetus$() can also $(l:patterns/spells/circle_spells#hexical:absorb_arm)use$() a $(l:items/pedestals)$(item)Pedestal$() as its $(o)other hand$(), useful for spells such as the $(l:patterns/spells/hexcasting)casting device crafting spells$(), $(l:patterns/spells/hexcasting#hexcasting:recharge)$(action)Recharge Item$(), and $(l:patterns/spells/hexcasting#hexcasting:erase)$(action)Erase Item$().$(br2)This is useful for creating automated constructions to $(l:patterns/spells/hexcasting#hexcasting:recharge)recharge$() my $(l:items/hexcasting)casting devices$().", + + "hexical.page.patterns.title": "Pattern Manipulation", + "hexical.page.patterns.0": "I have discovered a set of patterns that concern the construction and manipulation of other $(l:patterns/patterns_as_iotas)patterns$() on my stack. Strangely, they can be used to construct patterns that are $(o)impossible$() to draw with a $(l:items/staff)$(item)Staff$(), although fortunately I don't believe Nature has associated an effect with any of these \"illegal\" patterns.", + "hexical.page.abs_pattern.summary": "Returns the length of this patterns. One unit is one segment on the grid.", + "hexcasting.action.hexical:congruent": "Congruence Distillation", + "hexical.page.congruent.summary": "Pushes whether two patterns have the same shape, stroke order, and orientation.", + "hexcasting.action.hexical:similar": "Similarity Distillation", + "hexical.page.similar.summary": "Pushes whether two patterns have same shape but not necessarily the same stroke order.", + "hexical.page.add_pattern.summary": "Appends one pattern onto the other.", + "hexical.page.sub_pattern.summary": "Gets the counterclockwise difference in starting angle between the two patterns.", + "hexical.page.mul_pattern.summary": "Rotates the pattern counterclockwise the given number of times.", + "hexical.page.div_pattern.summary": "Rotates the pattern clockwise the given number of times.", + "hexcasting.action.hexical:serialize_pattern": "Chirographer's Purification", + "hexical.page.serialize_pattern.summary": "Turns a pattern into a list of single strokes. The inverse of $(l:patterns/pattern_manipulation#hexical:deserialize_pattern)$(action)Calligrapher's Purification$().", + "hexcasting.action.hexical:deserialize_pattern": "Calligrapher's Purification", + "hexical.page.deserialize_pattern.summary": "Merges a list of patterns into a single pattern. The inverse of $(l:patterns/pattern_manipulation#hexical:serialize_pattern)$(action)Chirographer's Purification$().", + "hexical.page.index_pattern.summary": "Takes the start of the pattern, up to the nth node.", + "hexical.page.remove_pattern.summary": "Takes the end of the pattern, starting the given number of nodes from the end.", + "hexcasting.action.hexical:shuffle_pattern": "Glyphmaker's Distillation", + "hexical.page.shuffle_pattern.summary": "Uses the number to shuffle the pattern into one of the same shape, but different stroke order. My notes hint that ancient _Hexcasters used this for some $(o)grand library$().", + + "hexical.page.grok.title": "Grok", + "hexcasting.action.hexical:grok_get_stack": "Grok Reflection", + "hexical.page.grok_get_stack.summary": "Pushes the stack contained in my $(l:items/staff)$(item)Staff$() as a list. Entity references to other _Hexcasters become $(l:casting/influences)$(thing)Null$().", + "hexcasting.action.hexical:grok_set_stack": "Grok Gambit", + "hexical.page.grok_set_stack.summary": "Sets the stack contained in my $(l:items/staff)$(item)Staff$() to the list. Entity references to other _Hexcasters become $(l:casting/influences)$(thing)Null$().", + "hexcasting.action.hexical:grok_get_parenthesized": "Grok Reflection II", + "hexical.page.grok_get_parenthesized.summary": "Pushes the unfinished list building after an unclosed $(l:patterns/patterns_as_iotas#hexcasting:open_paren)Introspection$(). Entity references to other _Hexcasters become $(l:casting/influences)$(thing)Null$().", + "hexcasting.action.hexical:grok_set_parenthesized": "Grok Gambit II", + "hexical.page.grok_set_parenthesized.summary": "Sets my unfinished parenthesized list. Entity references to other _Hexcasters become $(l:casting/influences)$(thing)Null$().", + + "hexical.page.dda.title": "Spelunking", + "hexical.page.dda.0": "What blocks lie along a line? I have been wrestling with this for days. I can inch forwards and check but by how much? One block? I skip blocks at angles, miss things. A tenth of a block? Now I am overchecking blocks and I $(o)still$() miss blocks at specific angles. If I could just—$(br2)All the treasures of the earth would be within my grasp.", + "hexical.page.dda.1": "The world is already a grid. There is an $(o)exact$() sequence of blocks between any two points. I don't need to guess the step size if I just walk the grid itself.$(br2)When searching for a specific block along a path, or checking what lies between two points, exact coordinates don't matter—I could find those myself. I just need the general block and face, some way of dynamically adjusting my step size depending on how deeply buried the ray is.", + "hexical.page.dda.2": "That is what this pattern achieves. I define a line's start and direction, give it a number n, and it returns the first n blocks the line intersects along with the normal vector of each entry face. I can scan straight lines perfectly. I could generate bridges between any two points if I'm clever enough. I can invent raycasts that find liquids, buried rooms, $(l:items/amethyst)$(item)$(o)Amethyst$().$(br2)Praise linear algebra.", + "hexcasting.action.hexical:dda": "Spelunking Gambit", + "hexical.page.dda.summary": "Derives from pure mathematics the block positions and entry faces that a perfect ray would intersect.", + + "hexical.page.telepathy.title": "Telepathy", + "hexical.page.telepathy.0": "_Media is the energy of thought and consequently, it can interact with thoughts as well. Unfortunately or perhaps fortunately for me, the minds of _Hexcasters are too resistant to be swayed by _Hexes and even the minds of villagers resist tampering. There is a notable exception though: my own mind is open to my own _media, allowing me to read my own intentions to myself.", + "hexcasting.action.hexical:get_telepathy": "Telepathic Reflection", + "hexical.page.get_telepathy.summary": "By focusing on a particular image, I can detect that concentration via this pattern. Pushes how many twentieths of a second I've been intending to $(thing)$(k:hexical.telepathy)$(), or -1 if I am not.", + "hexcasting.action.hexical:left_click": "Offensive Reflection", + "hexical.page.left_click.summary": "Pushes how many twentieths of a second I've been intending to $(thing)$(k:attack)$(), or -1 if I am not.", + "hexcasting.action.hexical:right_click": "Manipulative Reflection", + "hexical.page.right_click.summary": "Pushes how many twentieths of a second I've been intending to $(thing)$(k:use)$(), or -1 if I am not.", + "hexcasting.action.hexical:moving_up": "Charge Reflection", + "hexical.page.moving_up.summary": "Pushes how many twentieths of a second I've been intending to $(thing)$(k:forward)$(), or -1 if I am not.", + "hexcasting.action.hexical:moving_down": "Retreat Reflection", + "hexical.page.moving_down.summary": "Pushes how many twentieths of a second I've been intending to $(thing)$(k:back)$(), or -1 if I am not.", + "hexcasting.action.hexical:moving_left": "Dodge Reflection", + "hexical.page.moving_left.summary": "Pushes how many twentieths of a second I've been intending to $(thing)$(k:left)$(), or -1 if I am not. Can be differentiated from Evade Reflection because d comes to the left of e.", + "hexcasting.action.hexical:moving_right": "Evade Reflection", + "hexical.page.moving_right.summary": "Pushes how many twentieths of a second I've been intending to $(thing)$(k:right)$(), or -1 if I am not. Can be differentiated from Dodge Reflection because e comes to the right of d.", + "hexcasting.action.hexical:sneaking": "Stealthy Reflection", + "hexical.page.sneaking.summary": "Pushes how many twentieths of a second I've been intending to $(thing)$(k:sneak)$(), or -1 if I am not.", + "hexcasting.action.hexical:sprinting": "Fleeing Reflection", + "hexical.page.sprinting.summary": "Pushes how many twentieths of a second I've been intending to $(thing)$(k:sprint)$(), or -1 if I am not.", + "hexcasting.action.hexical:jumping": "Leaping Reflection", + "hexical.page.jumping.summary": "Pushes how many twentieths of a second I've been intending to $(thing)$(k:jump)$(), or -1 if I am not.", + "hexcasting.action.hexical:scroll": "Rolling Reflection", + "hexical.page.scroll.summary": "Pushes the change in scrolling I have performed since I have invoked $(thing)Telepathy$().", + "hexical.page.telepathy.1": "I was wrong; I can read others' minds. I believed that I was unable to see their thoughts due to it residing under layers of mental wards and _media. However, to control their body, some thoughts $(o)must$() be transformed into signals and $(o)that$(), I can read. I can sadly not see their $(thing)Telepathy$() or scrolling since those are purely mental efforts, but all other patterns I am used to should work.$(br2)They all cost about a tenth of an $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexcasting.action.hexical:left_click_other": "Offensive Purification", + "hexical.page.left_click_other.summary": "Pushes how many twentieths of a second a given person has been intending to $(thing)$(k:attack)$(), or -1 if they are not.", + "hexcasting.action.hexical:right_click_other": "Manipulative Purification", + "hexical.page.right_click_other.summary": "Pushes how many twentieths of a second a given person has been intending to $(thing)$(k:use)$(), or -1 if they are not.", + "hexcasting.action.hexical:moving_up_other": "Charge Purification", + "hexical.page.moving_up_other.summary": "Pushes how many twentieths of a second a given person has been intending to $(thing)$(k:forward)$(), or -1 if they are not.", + "hexcasting.action.hexical:moving_down_other": "Retreat Purification", + "hexical.page.moving_down_other.summary": "Pushes how many twentieths of a second a given person has been intending to $(thing)$(k:back)$(), or -1 if they are not.", + "hexcasting.action.hexical:moving_left_other": "Dodge Purification", + "hexical.page.moving_left_other.summary": "Pushes how many twentieths of a second a given person has been intending to $(thing)$(k:left)$(), or -1 if they are not. Can be differentiated from Evade Purification because d comes to the left of e.", + "hexcasting.action.hexical:moving_right_other": "Evade Purification", + "hexical.page.moving_right_other.summary": "Pushes how many twentieths of a second a given person has been intending to $(thing)$(k:right)$(), or -1 if they are not. Can be differentiated from Dodge Purification because e comes to the right of d.", + "hexcasting.action.hexical:jumping_other": "Leaping Purification", + "hexical.page.jumping_other.summary": "Pushes how many twentieths of a second a given person has been intending to $(thing)$(k:jump)$(), or -1 if they are not.", + "hexcasting.action.hexical:sneaking_other": "Stealthy Purification", + "hexical.page.sneaking_other.summary": "Pushes how many twentieths of a second a given person has been intending to $(thing)$(k:sneak)$(), or -1 if they are not.", + + "hexical.page.akashic_conveniences.title": "Akashic Utilities", + "hexical.page.akashic_conveniences.0": "Being designed to be receptive to _media and store information, it should not surprise me that there are more conveniences than meets the eye. I can use or $(l:patterns/spells/prestidigitation)magically interact$() with a filled $(l:greatwork/akashiclib)$(item)Bookshelf$() to copy its iota onto my stack. I can also use a $(l:items/scroll)$(item)Scroll$() to copy the pattern key onto it. There are also a set of patterns to read and write directly to a $(l:greatwork/akashiclib)$(item)Bookshelf$() within ambit for free.", + "hexcasting.action.hexical:key_shelf": "Librarian's Purification", + "hexical.page.key_shelf.summary": "Reads the pattern key of an $(l:greatwork/akashiclib)$(item)Akashic Bookshelf$().", + "hexcasting.action.hexical:read_shelf": "Librarian's Purification II", + "hexical.page.read_shelf.summary": "Reads the iota from an $(l:greatwork/akashiclib)$(item)Akashic Bookshelf$().", + "hexcasting.action.hexical:write_shelf": "Librarian's Gambit", + "hexical.page.write_shelf.summary": "Writes an iota under a pattern key to an $(l:greatwork/akashiclib)$(item)Akashic Bookshelf$().", + "hexcasting.action.hexical:clear_shelf": "Librarian's Gambit II", + "hexical.page.clear_shelf.summary": "Clears an $(l:greatwork/akashiclib)$(item)Akashic Bookshelf$().", + + "hexical.page.mage_block.title": "Mage Blocks", + "hexical.page.mage_block.0": "The blocks from $(l:patterns/spells/blockworks#hexcasting:conjure_block)$(action)Conjure Block$() last forever, are consequently a pain to clean up, and are not too versatile. Luckily, Nature offers an elegant and flexible alternative. These $(thing)Mage Blocks$() come with a suite of $(o)modifiers$(). I could even stack multiple modifiers on one block and analyze its composition with a $(l:items/lens)$(item)Scrying Lens$().", + "hexcasting.action.hexical:conjure_mage_block": "Conjure Mage Block", + "hexical.page.conjure_mage_block.summary": "Conjures a $(thing)Mage Blocks$() at the location. Costs about three $(l:items/amethyst)$(item)Amethyst Dust$().$(br2)$(o)I can create a city out of nothing, or I can cover it in volcanic rock.$()", + "hexcasting.action.hexical:reset_mage_block": "Reset Mage Block", + "hexical.page.reset_mage_block.summary": "Removes all modifiers for a $(thing)Mage Block$().", + "hexcasting.action.hexical:modify_block_bouncy": "Modify Block: Bouncy", + "hexical.page.modify_block_bouncy.summary": "Makes the block bouncy, like a $(thing)Slime Block$(). Bounces me regardless of whether I am sneaking. Delightfully fun!", + "hexcasting.action.hexical:modify_block_energized": "Modify Block: Energized", + "hexical.page.modify_block_energized.summary": "Sets the Redstone power outputted by this $(thing)Mage Block$().", + "hexcasting.action.hexical:modify_block_ephemeral": "Modify Block: Ephemeral", + "hexical.page.modify_block_ephemeral.summary": "Sets the duration after which a $(thing)Mage Block$() will spontaneously disappear.", + "hexcasting.action.hexical:modify_block_volatile": "Modify Block: Volatile", + "hexical.page.modify_block_volatile.summary": "Breaking volatile $(thing)Mage Blocks$() shatters others it is touching. This can cascade until every connected volatile block shatters.", + + "hexical.page.rotation.title": "Rotation", + "hexical.page.rotation.0": "Rotation is done via with stationary teleportation at a different orientation. The sudden perspective change is already highly disorienting; the floor leaving your feet only to be shoved back onto it again is more so.$(br2)For this reason, Nature abhors entity rotation... or perhaps it trivializes Nature's carefully constructed schemes.", + "hexcasting.action.hexical:rotate_block": "Rotate Block", + "hexical.page.rotate_block.summary": "Rotates a block to face a certain vector direction. Requires a rotatable block. Costs about an eighth of an $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexcasting.action.hexical:rotate_entity": "Rotate Entity", + "hexical.page.rotate_entity.summary": "Rotates an entity by a given change in pitch and yaw, expressed in radians.", + "hexical.page.rotate_entity.description": "Nature seems to be against entity rotation. Rather than a straightforward vector, Nature demands measurements in radians by which to turn horizontally and vertically.$(br2)The cost is strange and multilayered too. Free if cast on myself, about half of an $(l:items/amethyst)$(item)Amethyst Dust$() for other entities, and the natural aura of _media surrounding a person elevates the cost to about a whole $(l:items/amethyst)$(item)Charged Amethyst$().", + + "hexical.page.autographs.title": "Autographs", + "hexical.page.autographs.0": "Using precise manipulation of _media, I can magically $(o)etch$() my signature onto any item! It must be done with my $(l:items/staff)$(item)Staff$() as proof of intentionality.$(br2)An autographed item proudly displays every autographer's name in shimmering $(l:items/pigments)$(item)Pigment$().$(br2)$(o)I disagree strongly with whatever work this quote is attached to.$()", + "hexcasting.action.hexical:autograph": "Autograph", + "hexical.page.autograph.summary": "Autographs the item in my offhand with my name and $(l:items/pigments)$(item)Pigment$(). Autographing an item with my name already on it moves my name to the top of the list.", + "hexical.page.autographs.1": "Because an autograph is strongly imprinted on an item, $(l:patterns/spells/hexcasting#hexcasting:erase)$(action)Erase Item$() is insufficient to remove it; a specialized spell is required to extripate autographs.$(br2)However, a spell capable of doing by its very nature will also destroy a $(l:items/focus)$(item)Focus$()'s contents or a $(l:items/hexcasting)$(item)casting device$()'s _Hex and _media. Perhaps that is for the better—my autographed _Hexcasting gifts can be uniquely assured to be untampered.", + "hexcasting.action.hexical:unautograph": "Unautograph", + "hexical.page.unautograph.summary": "A more destructive form of $(l:patterns/spells/hexcasting#hexcasting:erase)$(action)Erase Item$(), capable of burning off autographs. Costs about one $(l:items/amethyst)$(item)Amethyst Dust$() similar to $(l:patterns/spells/hexcasting#hexcasting:erase)$(action)Erase Item$().", + "hexcasting.action.hexical:has_autograph": "Authenticator's Distillation", + "hexical.page.has_autograph.summary": "Pushes whether a given person has signed a given item stack.", + + "hexical.page.dyes.title": "Dyes", + "hexical.page.dyes.0": "The dye spell and its specialized iota allows me to alter the color of blocks and entities. The dye iota represents a color, but also seems to represent the $(o)potential$() to be colored. For example, attempting to get the dye of grass returns $(l:casting/influences)$(thing)Null$() but getting the dye of undyed terracotta returns $(thing)uncolored$(), which I can use to \"bleach\" dyeable blocks.", + "hexcasting.action.hexical:get_dye": "Chromatic Purification", + "hexical.page.get_dye.summary": "Gets the dye of a block, entity, or block/item identifier.", + "hexcasting.action.hexical:dye": "Dye", + "hexical.page.dye.summary": "Dyes a dyeable block or entity. Costs about an eighth of one $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexcasting.action.hexical:translate_dye": "Vision Purification", + "hexical.page.translate_dye.summary": "Translates a dye color into a vector, where each component is from 0 to 1 and represents the red, green, and blueness of the dye respectively.", + + "hexical.page.pigments.title": "Pigment Manipulation", + "hexical.page.pigments.0": "Like how I can manipulate $(l:patterns/spells/dyeing)dyes$() with _Hexcasting, I can also manipulate pigments. I can even store multiple of them and have my _Hexes randomly choose one to me.", + "hexcasting.action.hexical:to_pigment": "Pigment Purification", + "hexical.page.to_pigment.summary": "Takes a colored dye iota and transforms it into a pigment, takes a person and returns their pigment, or takes an item containing a pigment and returns its pigment.", + "hexcasting.action.hexical:sample_pigment": "Pigment Exaltation", + "hexical.page.sample_pigment.summary": "Samples the pigment at a certain place and time as a vector, where each component is from 0 to 1 and represents the red, green, and blueness respectively.", + "hexcasting.action.hexical:take_on_pigment": "Internalize Pigment II", + "hexical.page.take_on_pigment.summary": "Internalizes a pigment iota.", + + "hexical.page.mage_hand.title": "Mage Hand", + "hexical.page.mage_hand.description": "An immensely useful spell that can interact with the world as though a person were there, even able to use items and be cast by mechanisms without a bound person. It can even take in a boolean to determine whether it is sneaking, which may change how certain items behave.$(br2)$(o)A spectral, floating hand appears at a point you choose within range.$()", + "hexcasting.action.hexical:mage_hand": "Mage Hand", + "hexical.page.mage_hand.summary": "Takes an optional item entity and magically uses it while standing at a given position and rotation. Also takes in whether it should be sneaking. Costs about one $(l:items/amethyst)$(item)Amethyst Dust$().", + + "hexical.page.mage_mouth.title": "Mage Mouth", + "hexical.page.mage_mouth.description": "A bizzare counterpart to the $(l:patterns/spells/mage_hand)$(action)Mage Hand$() spell. It makes me eat a given item entity instantly, regardless of the time required to normally consume it, any cooldowns on it, my own dietary restrictions, or if I am full.$(br2)$(o)Let food be thy medicine and medicine be thy food.$()", + "hexcasting.action.hexical:mage_mouth": "Mage Mouth", + "hexical.page.mage_mouth.summary": "Makes me eat an item, nourishing me or applying status effects to me. Costs about one $(l:items/amethyst)$(item)Amethyst Dust$() and mishaps if the item is not edible.", + + "hexcasting.action.hexical:magic_missile": "Magic Missile", + "hexical.page.magic_missile.summary": "Conjures a small silver of amethyst that always deals a full heart of damage and forces the target backwards. Costs about one $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexical.page.magic_missile.0": "The projectile has a few interesting properties. It automatically disappears after roughly ten seconds or shatters upon hitting an entity or block. It pierces all forms of armor and protection. It is also unaffected by gravity and water drag.$(br2)$(o)A weak but enchanting sparkling projectile.$()", + "hexical.page.magic_missile.1": "The first vector is conjuration location and is quite esoteric: no wonder most _Hexcasters conjure it in front of them. The basic gist is a vector, where my head's position is the origin, $(l:patterns/basics#hexcasting:get_entity_look)$(action)my facing$() is the Z+ axis, $(l:patterns/scrying/entities#hexpose:theodolite)$(action)the vector pointing up from my head$() is the Y+ axis, and the vector from my head pointing rightwards is the X+ axis. For basic purposes, the zero vector conjures it inside my head and a vector resembling (0, 0, n) conjures it n blocks in front of me.", + "hexical.page.magic_missile.2": "The second vector is velocity and thankfully much less complicated. It is a simple offset vector, similar to the one that $(l:patterns/spells/basic#hexcasting:add_motion)$(action)Impulse$() takes in. Unlike $(l:patterns/spells/basic#hexcasting:add_motion)$(action)Impulse$() though, this vector can be of arbitrary magnitude without incurring additional costs.$(br2)Unlike $(item)Arrows$() though, $(item)Magic Missiles$() will not increase in damage simply by travelling faster. They also apply an odd knockback effect that ignores the entity's mass or the projectile's speed.", + + "hexcasting.action.hexical:prestidigitation": "Prestidigitation", + "hexical.page.prestidigitation.0": "Rather than a specific effect, this spell performs dozens of minor magical feats. It interacts with a vast array of blocks and entities, and I always discovering new applications for it.$(br2)Notes simply describes it as \"do magic\"; the general rule of thumb is any small effect a wizard can effortlessly will into existence, this spell can replicate.", + "hexical.page.prestidigitation.summary": "Causes a small magical effect, not too distinct from the original nature or function of the target. Costs about a tenth of one $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexical.page.prestidigitation.1": "I've compiled all of its recorded uses but there is no guarantee all have been found: opens and closes fence gates, trapdoors, and doors of any materials; flicks levers and presses buttons; holds down and releases pressure plates; extinguishes fires of all kinds; lights and extinguishes candles, candle cakes, and campfires; ignites soul fire on blocks that support it; rings bells; strips wood; carves pumpkins; makes a note block play its sound; dries mud into clay; toggles Redstone lamps;", + "hexical.page.prestidigitation.2": "triggers dispensers and droppers; turns most soil blocks into path blocks and path blocks into tilled soil; drain cauldrons; modifies the state of Redstone repeaters, comparators, and daylight sensors; ignites and deprimes TNT and creepers; shears sheep; toggles armor stand arms; squirts squid; makes pandas sneeze; removes the helmet of a snow golem; inflates pufferfish; takes honeycomb from beehives and nests; dry and soak sponges; alter the color of mushrooms;", + "hexical.page.prestidigitation.3": "add about five seconds of fuel for the various types of furnaces; transform the variants of froglights, and activates some grand _Hexcasting work.", + + "hexical.page.toasting.title": "Toasting", + "hexical.page.toasting.0": "While $(l:patterns/telepathy)telepathy$() is more concerned with reading thoughts, it is also possible to $(o)induce$() thoughts. I have documented such spells in this chapter.$(br2)Fortunately none of these spells thus far can make me say or do actions that I wouldn't want to, but it is a possibility I shall remain wary of.", + "hexical.page.toasting.1": "The spells here $(o)push$() thoughts onto my or other people's brains. It only makes sense that _Hexcasting can perform such a thing, being the energy of thought, although it is unsettling that my ideas and my mind are so malleable.$(br2)$(o)I had a dream that I was a happy butterfly. Am I a person who dreamt that I were a butterfly, or am I a butterfly now dreaming that I am a human?$()", + "hexcasting.action.hexical:send_telepathy": "Send Thought", + "hexical.page.send_telepathy.summary": "Momentarily displays an iota above my hotbar. If cast repeatedly, each cast overwrites the previous instantly.", + "hexcasting.action.hexical:shout_telepathy": "Shout Thought", + "hexical.page.shout_telepathy.summary": "Grandly flashes an iota across my vision. It seems to take some time to fade in so it can not be cast as frequently as its less intrusive sibling.", + "hexcasting.action.hexical:toast": "Toast", + "hexical.page.toast.summary": "Sends a non-urgent yet highly specific thought to a person's mind. Is free if I am targeting myself; otherwise costs about one $(l:items/amethyst)$(item)Amethyst Shard$().", + "hexical.page.toast.description": "This spell can accept a specific person to target, possibly because the thoughts it produces are only marginally above idle noise.$(br2)Then, it takes any two iotas, which I can best describe as the 'title' and 'description' of the thought, speaking abstractly of course. These iotas can not be recovered by the receiving person. Finally, it accepts an item stack that the person will also be able to mentally ponder.", + + "hexical.page.wristpocket.title": "Wristpocket", + "hexical.page.wristpocket.0": "I can perform the standard magic trick of vanishing an item and bringing it back. The item hides in the $(o)wristpocket$(), where I can use _media to manipulate it. The wristpocketed item stays with me even after death and I can recall it once I can cast again.$(br2)$(o)Because making something disappear isn't enough; you have to bring it back.$()", + "hexcasting.action.hexical:wristpocket": "Wristpocket", + "hexical.page.wristpocket.summary": "This spell vanishes the stack of items in my other hand, or conjures it back, swapping if my other hand is holding something. Costs about a eighth of one $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexcasting.action.hexical:wristpocket_item": "Wristpocket Reflection", + "hexical.page.wristpocket_item.summary": "Returns the item in my wristpocket, or $(l:casting/influences)$(thing)Null$() if it is empty.", + "hexical.page.wristpocket.1": "While the items disappear from reality in almost all measurable aspects, certain items' effects can still function even when hidden in the wristpocket.$(br2)I hear of certain $(item)Totems$() that still function within the wristpocket. $(l:items/phials)$(item)Phials$() also can still provide for my _Hexes within the wristpocket.", + "hexcasting.action.hexical:sleight": "Sleight", + "hexical.page.sleight.summary": "Performs an act of magical sleight of hand to steal items into my wristpocket or expel my wristpocket back into the world. Costs about a fourth of one $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexical.page.sleight.description": "If given a vector, it conjures my wristpocketed item at that vector. If given an item entity, my wristpocket either pulls in or swaps with the item, depending on whether it is empty.$(br2)$(o)If your sleight of hand causes you to break eye contact with your audience, it is too advanced for your skill level.$()", + + "hexical.page.amber_seal.title": "Amber Preservation", + "hexical.page.amber_seal.0": "I can not simply pick up a $(item)Chest$() and move it under most circumstances; the contents would spill everywhere. Fortunately, there is a spell for that. Inspired by a strange material called amber that is able to preserve moments of history, this spell encases a block in a shell of amethyst and cuts it off from the external world.", + "hexical.page.amber_seal.1": "Sealed blocks demonstrate two main properties. The first is that they are frozen in the moment they were sealed. A $(item)Furnace$() will have the appearance of burning but its items do not cook.$(br2)The second, more useful, property is that I can break them with just my bare hands without disturbing the inner contents, place them elsewhere, and unwrap them. No items spill out and most blocks seem entirely unaltered.", + "hexcasting.action.hexical:amber_seal": "Amber Seal", + "hexical.page.amber_seal.summary": "Preserves the block at the given location in amethyst. Costs about one $(l:items/amethyst)$(item)Charged Amethyst$().", + + "hexical.page.projectiles.title": "Projectiles", + "hexical.page.projectiles.0": "While conjuring projectiles from pure _media manipulation should be prohibitively expensive, Nature offers a set of cheaper spells to create certain projectiles.$(br2)These spells push the conjured entity to the stack, which I must manually $(l:patterns/spells/basic#hexcasting:add_motion)$(action)propel$() in my desired direction.$(br2)$(o)Can I offer you a nice egg in this trying time?$()", + "hexcasting.action.hexical:egg": "Conjure Egg", + "hexical.page.egg.summary": "Conjures an egg. May be fertile. Costs about two $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexcasting.action.hexical:llama_spit": "Conjure Spit", + "hexical.page.llama_spit.summary": "Conjures a sticky low-damaging projectile. Costs about a fourth of one $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexcasting.action.hexical:snowball": "Conjure Snowball", + "hexical.page.snowball.summary": "Conjures a harmless snowball. Costs about half of an $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexcasting.action.hexical:ghast_fireball": "Conjure Fireball", + "hexical.page.ghast_fireball.summary": "Conjures an explosive fireball that can be $(o)percussively propelled$(). Costs about three $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexical.page.projectiles.1": "There exist other spells too complex to be given justice in this chapter—I have dedicated other chapters to them.$(br2)$(l:patterns/spells/magic_missile#hexical:magic_missile)$(action)Magic Missile$() is a standard quick and versatile spear of amethyst that can be produced and fired at arbitrary speed.$(br2)I can also $(l:patterns/spells/pyrotechnics)utilize fireworks$() for battle.$(br2)Finally, a $(l:patterns/spells/block_mimicry#hexical:dispense)$(action)certain spell$() allows the ability to fire potions and arrows.", + + "hexical.page.flora.title": "Flora Conjuration", + "hexcasting.action.hexical:conjure_flora": "Conjure Flora", + "hexical.page.conjure_flora.summary": "Conjures flora of my choosing at a specified location. The cost depends on the specific species.", + "hexical.page.conjure_flora.description": "The block beneath the target position must have a flat top surface, but does not need to be able to support the plant naturally. Any little movement may cause it to break if conjured on an unnatural block. Alternatively, the spell can fill a flower pot if the flower is compatible.$(br2)$(o)There was a fool who praised me for the magic I acquired. That's all.$()", + "hexical.page.conjure_flora.0": "Documented on the next few pages are the species, prices, and short descriptions (recording useful notes, amusing details, or just an appreciation for the species) for all the possible options that I have discovered so far.$(br2)For certain flowers that stack, like $(item)Pink Petals$() and $(item)Periwinkles$(), I can recast the spell multiple times to stack on more.", + "hexical.page.flora.pink_petals": "This species is surprisingly cheaper than most other species; perhaps Nature is being uncharacteristically nice due to the large quantities of these I may want to create.", + "hexical.page.flora.grass": "Grows in plains and forests, and is annoying to clean up. Sheep can eat it to regrow their $(item)Wool$() or grow up faster. May drop $(item)Wheat Seeds$() or itself if using $(item)Shears$().", + "hexical.page.flora.tall_grass": "A taller variant of $(item)Grass$(). May drop $(item)Wheat Seeds$() or if broken with $(item)Shears$(), drops two $(item)Grass$().", + "hexical.page.flora.fern": "A leafy plant found in only jungles and the various taiga biomes that is functionally equivalent to $(item)Grass$() in nearly every aspect.", + "hexical.page.flora.large_fern": "A taller variant of $(item)Ferns$() that appears in only the same biome as $(item)Ferns$(). Functionally equivalent to $(item)Tall Grass$().", + "hexical.page.flora.nether_sprouts": "Small cyan fungi that carpet warped forests in the Nether. Surprisingly, these have no crimson variant.", + "hexical.page.flora.seagrass": "Sways gently in the ocean currents. Requires $(item)Shears$() to obtain. Surprisingly resistant to $(item)Lava$() trying to flow into it and can be used to breed, grow up, and lead Turtles. Also produces water source blocks, useful for elevators.", + "hexical.page.flora.dandelion": "An edible and surprisingly nutritious flower. Can be crushed to create $(item)Yellow Dye$() or incorporated in a $(item)Suspicious Stew$() for a very filling meal.", + "hexical.page.flora.poppy": "Contains sedative and hallucinogenic pollen. I wouldn't be surprised if it could put a person to sleep if they were to stumble through a field of it, although incorporating it into a stew only gives some minor night vision. Can be crushed into $(item)Red Dye$().", + "hexical.page.flora.blue_orchid": "My research claims that blue orchids do not exist in nature, yet here one is. I believe someone must have injected them with dye, and then Nature simply found a way. Can be crushed to create $(item)Light Blue Dye$() or incorporated in a $(item)Suspicious Stew$() for a very filling meal.", + "hexical.page.flora.allium": "Once believed to ward of evil and harm, especially in its onion and garlic forms. Can be crushed to create $(item)Magneta Dye$() or incorporated in a $(item)Suspicious Stew$() to protect against fire.", + "hexical.page.flora.azure_bluet": "Rather short and easy to overlook. Can be crushed to create $(item)Light Grey Dye$(). If incorporated in a $(item)Suspicious Stew$(), it fittingly produces blindness.$(br2)$(o)One day blinding stew.$()", + "hexical.page.flora.red_tulip": "A bold red flower that can be crushed into $(item)Red Dye$() or incorporated in a $(item)Suspicious Stew$(), although it weakens the consumer.", + "hexical.page.flora.pink_tulip": "A soft pink flower that can be crushed into $(item)Pink Dye$() or incorporated in a $(item)Suspicious Stew$(), although it weakens the consumer.", + "hexical.page.flora.orange_tulip": "A warm orange flower that can be crushed into $(item)Orange Dye$() or incorporated into a $(item)Suspicious Stew$(), although it weakens the consumer.", + "hexical.page.flora.white_tulip": "A slightly off-white flower that can be crushed into $(item)Light Grey Dye$() or incorporated into a $(item)Suspicious Stew$(), although it weakens the consumer.", + "hexical.page.flora.oxeye_daisy": "Historically known to be used in herbal medicine to heal wounds, so it incorporates nicely into a $(item)Suspicious Stew$() and boosts my natural regeneration. Can be crushed into $(item)Light Grey Dye$().", + "hexical.page.flora.cornflower": "Associated with vitality and traditionally used in folk medicine as a stimulant. Can be crushed to create $(item)Blue Dye$() or incorporated in a $(item)Suspicious Stew$() to grant a bit of an extra vertical boost when jumping.", + "hexical.page.flora.lily_of_the_valley": "A highly poisonous flower. Can be crushed into a brilliant pale $(item)White Dye$() or incorporated in a $(item)Suspicious Stew$() confers its poisonous properties.", + "hexical.page.flora.sunflower": "Always rotates to face the sunrise, no matter how I try to orient them. Can be crushed to create $(item)Yellow Dye$().", + "hexical.page.flora.rose_bush": "A double-tall bush of thorny flowers. The individual flowers bear a striking resemblance to $(item)Poppies$() although roses on their own do not seem to exist. Can be crushed into $(item)Red Dye$().", + "hexical.page.flora.peony": "A light purple-like double flower that oddly when crushed produces $(item)Pink Dye$() rather than purple or magneta as expected. Perhaps the light hits it differently.", + "hexical.page.flora.lilac": "A tall flowering shrub with a pleasant purple hue. Can be crushed to produce $(item)Magenta Dye$().", + "hexical.page.flora.kelp": "Grows at the ocean floor. Can be dried into $(item)Dried Kelp$() for a quick although joyless and unfilling snack that is quick to choke down.", + "hexical.page.flora.red_mushroom": "A classic spotted red and white mushroom. An ingredient in $(item)Mushroom Stew$(), $(item)Rabbit Stew$(), and $(item)Suspicious Stew$(). $(o)Highly$() hallucinogenic. It may be grown into a huge mushroom with $(item)Bonemeal$().", + "hexical.page.flora.brown_mushroom": "The more understated of the two, can be used in all the same stews, but also in the creation of $(item)Fermented Spider Eyes$(), a useful inverting potion ingredient. It may be grown into a huge mushroom with $(item)Bonemeal$().", + "hexical.page.flora.crimson_fungus": "Hoglins enjoy the taste of this one and it can be used to breed them, although it won't pacify them. It may be grown into a huge mushroom with $(item)Bonemeal$().", + "hexical.page.flora.warped_fungus": "Hoglins find it repulsive and take all means to avoid it, although it can be put on a stick to command Striders and even breed them. It may be grown into a huge mushroom with $(item)Bonemeal$().", + "hexical.page.flora.crimson_roots": "Red tendrils that appear in crimson forests. They are purely decorative.", + "hexical.page.flora.warped_roots": "Teal roots that appear in warped forsts. They are purely decorative.", + "hexical.page.flora.sea_pickle": "A bioluminescent colonial organism that emits a soft green glow underwater. Can be smelted into $(item)Lime Dye$(). Not actually a pickle.", + "hexical.page.flora.small_dripleaf": "A tiny aquatic plant that serves mainly as the precursor to something more exciting.", + "hexical.page.flora.big_dripleaf": "A broad leaf that tilts and drops anything standing on it after some time. Even works with $(item)Redstone$() somehow.", + "hexical.page.flora.dead_bush": "A brittle, desiccated twig that somehow still works for this spell. Can be used to conjure $(item)Sticks$(), making it surprisingly one of the more useful flora I can conjure.", + "hexical.page.flora.nether_wart": "A crucial ingredient in the brewing of any useful potion, although other bases exist. Grows on $(item)Soul Sand$() only and has mildly addictive properties.", + "hexical.page.flora.periwinkle": "A pale purple flower that forms clusters on the ground, like $(item)Pink Petals$(). Has a calming effect, although it has gone long extinct. It was of particular cultural significance to _Hexcasters.", + "hexical.page.flora.torchflower": "A long extinct flower. If incorporated into a $(item)Suspicious Stew$(), it may have conferred vision similar to that given by $(item)Poppies$(). Can be crushed into $(item)Orange Dye$().", + "hexical.page.flora.pitcher_plant": "A carnivorous flowering plant, also long extinct. Can be crushed into $(item)Cyan Dye$().", + "hexical.page.flora.bamboo": "Grows faster than almost anything else, and is adored by Pandas. Can be used as fuel or scaffolding.", + "hexical.page.flora.acacia_sapling": "Grows into distinct flat-canopied acaia trees in savannas. Produces warm orange wood.", + "hexical.page.flora.birch_sapling": "Grows into pale wood and trees whose bark uncomfortably resembles eyes. I feel something may be watching me through them. It doesn't grow branches either.$(br)$(o)Watches from within birch trees.$()", + "hexical.page.flora.cherry_sapling": "Grows into a warm, rosy, and lovely pink wood that shed beautiful petals idly.", + "hexical.page.flora.dark_oak_sapling": "Must be planted in a 2x2 arrangement to grow. Produces dark, rich wood at a faster rate than most other trees and this species of tree has a chance to produce $(item)Apples$().", + "hexical.page.flora.jungle_sapling": "Can grow into a colossal jungle tree if given enough space and planted in a 2x2 formation, or can grow into a smaller tree if alone.", + "hexical.page.flora.oak_sapling": "The most common tree type. This species has a chance to produce $(item)Apples$().", + "hexical.page.flora.spruce_sapling": "Grows into a tall, dark conifer tree well-suited for cold biomes where it tends to live, with no branches. A 2x2 formation makes a particularly massive mega-spruce tree. Spreads $(item)Podzol$() where it grows.", + "hexical.page.flora.mangrove_propagule": "Hangs from mangrove trees and can be placed directly in water. Produces a strikingly red wood with an unusually pronounced root structure. Has an rare chance to create a $(item)Beehive$() complete with bees when it grows.", + "hexical.page.flora.sugar_cane": "Grows in tall stalks by the water. It is the essential ingredient of $(item)Paper$(), $(item)Sugar$(), and by extension, every $(item)Map$() and $(item)Book$().", + "hexical.page.flora.wither_rose": "The Wither plants this flower when it kills a mob. Inflicts Wither on contact and can be crushed into $(item)Black Dye$(). Unsurprisingly, it continues to wither if added to a $(item)Suspicious Stew$().", + "hexical.page.flora.cactus": "Idly damages mobs touching it and can destroy any item that falls on it. Can be smelted into $(item)Green Dye$().", + + "hexical.page.hexical_spells.title": "Hexical Spells", + "hexcasting.action.hexical:confetti": "Confetti", + "hexical.page.confetti.summary": "Creates a loud bang similar to that of $(l:patterns/spells/pyrotechnics)Fireworks$() and a burst of colorful particles, either in a direction or in a radial blast. Costs a negligible amount of _media.", + "hexical.page.confetti.description": "The particles are harmless and flutter through the air for quite long until they reach the ground. The first vector is a position and the second controls direction. If it is a number, it indicates speed to explode in in all directions; a vector makes the particles tend towards the given direction. Both the number and the vector's magnitude may not exceed 2.$(br2)$(o)The rest is confetti.$()", + "hexcasting.action.hexical:vibration": "Vibrate", + "hexical.page.vibration.summary": "Causes a visible pulse of vibration from a vector to an entity or vector over a number of seconds. Costs a negligible amount of _media.", + "hexical.page.vibration.description": "The effect, while resembling the pulses produced by $(item)Sculk Sensors$(), is entirely distinct. It is a purely visual effect.$(br2)The duration can range anywhere from zero seconds to ten seconds.$(br2)$(o)If a tree falls in a forest and no one is around to hear it, does it make a sound?$()", + "hexcasting.action.hexical:sparkle": "Sparkle", + "hexical.page.sparkle.summary": "Produces a small sparkling particle of my desired position, color, and lifespan. Costs a negligible amount of _media.", + "hexical.page.sparkle.description": "The first vector controls position and the second vector controls color. Each component should range from 0 to 1 and corresponds to red, green, and blueness respectively. The final number dictates how long the sparkle should remain in twentieths of a second, up to five seconds.$(br2)$(o)All that glitters is not gold.$()", + "hexcasting.action.hexical:jailbreak": "Crack Device", + "hexical.page.jailbreak.summary": "Cracks the unprogrammed $(l:items/hexcasting)$(item)casting device$() or $(l:items/curios)$(item)Curio$() in my offhand. Cracked casting devices proudly display their _Hexes. Costs about one $(l:items/amethyst)$(item)Charged Amethyst$().", + "hexical.page.jailbreak.description": "This spell will blind me for a quite a duration if I attempt to expose the innerworkings of an already-written device. For a moment though, I believe I had glimpsed the _Hex before my eyes and brain filled with _media.$(br2)$(o)Nowadays time runs by electricity and vibrating crystals of quarts and goodness know what else.$().$(br)- clearly a reference to $(l:items/amethyst)$(item)Amethyst$().", + "hexcasting.action.hexical:light": "Illuminate", + "hexical.page.light.summary": "Conjures a completely invisible light with illumination strength of my choosing at a location. Costs about a quarter of an $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexical.page.light.description": "The block that it is into must be empty or extremely weak. The illumination strength can be a number between 1 and 15, inclusive. If I target a space where a light already exists, the spell is free and particleless.$(br2)By holding a $(l:items/lens)$(item)Scrying Lens$(), I can see the lights and place a block in their place to remove them.$(br2)$(o)The light blinds us. It is only in the dark that we see clearly.$()", + "hexcasting.action.hexical:gasp": "Gasp", + "hexical.page.gasp.summary": "Instantly replenishes a creature's air bubbles. Costs about one $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexical.page.gasp.description": "Regardless of amount of breath restored, this spell costs exactly the same so I should wait as long as I safely can before casting this spell. I will find it useful while diving, being teleported into a block, or even keeping sea creatures alive on land.$(br2)$(o)The best way to observe a fish is to become a fish.$()", + "hexcasting.action.hexical:parrot": "Squawk", + "hexical.page.parrot.summary": "Emits a sound associated with a mob near a location, as though a parrot had imitated that mob. Costs about a half of an $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexical.page.parrot.description": "This spell does nothing but still consumes my _media if a parrot can not replicate the sound.$(br2)I can already imagine this spell's use for playing practical jokes on my friends and enemies. Perhaps Nature does permit me to have fun occasionally with my _Hexes.$(br2)$(o)Hisss...$()", + + "hexical.page.mute.title": "Muting", + "hexcasting.action.hexical:mute": "Silence", + "hexical.page.mute.summary": "Curses an entity to be silent, or lifts the curse. Costs about one $(l:items/amethyst)$(item)Charged Amethyst$() for cursing and is free to lift.", + "hexical.page.mute.description": "Strangely, even striking the entity produces no sound; the curse creates a kind of $(o)silencing field$() rather than disabling their vocal cords.$(br2)If I am wearing a $(l:items/lens)$(item)Scrying Lens$(), I can see a floating symbol appears above the head of afflicted entities.$(br2)$(o)Silence will fall.$()", + "hexcasting.action.hexical:is_mute": "Censorship Purification", + "hexical.page.is_mute.summary": "Pushes whether an entity has been muted magically.", + + "hexical.page.break_special.title": "Specialized Breaking", + "hexcasting.action.hexical:break_fortune": "Extract Block", + "hexical.page.break_fortune.summary": "Targets structural faults in a block, resulting in a higher yield. Costs about one, three, and five $(l:items/amethyst)$(item)Amethyst Dust$() when power input is 0, 1, and 2 respectively.", + "hexcasting.action.hexical:break_silk": "Collect Block", + "hexical.page.break_silk.summary": "Breaks a block gently, perserving the block better than standard mining. Costs about half of an $(l:items/amethyst)$(item)Amethyst Dust$().", + + "hexical.page.zap.title": "Redstone Zapping", + "hexcasting.action.hexical:zap": "Zap", + "hexical.page.zap.summary": "Forces the Redstone power at a block to a given value of my choosing for a given duration in twentieths of a second. Costs a negligible amount of _media.", + "hexical.page.zap.description": "This spell derives power out of nowhere and directs into just the target. A single cast can last up to five seconds and output the full 0 to 15 spectrum. Interestingly, if the block is receiving a higher power from external sources, this spell forces its value downwards.$(br2)Some ancient _Hexcasters referred to this spell as an $(o)ideal voltage source$(), whatever that means.", + + "hexical.page.conjurable_delights.title": "Conjurable Delights", + "hexical.page.conjurable_delights.0": "Ancient _Hexcasters seem to have devised spells to conjure a multitude of items, to both further their Art and to convenience their collaboration. I can only link these items together by their being $(o)vaguely$() edible.$(br2)$(o)What nicer thing can you do for somebody than make them breakfast?$()", + "hexcasting.action.hexical:conjure_gummy": "Conjure Hex Gummy", + "hexical.page.conjure_gummy.summary": "Conjures a $(item)Hex Gummy$(): a delightful light snack that also provides about a tenth of an $(l:items/amethyst)$(item)Amethyst Dust$()'s worth of _media. Costs about one $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexcasting.action.hexical:conjure_hexburst": "Conjure Hexburst", + "hexical.page.conjure_hexburst.summary": "Conjures a $(item)Hexburst$() of the given iota at the location. Costs about half of an $(l:items/amethyst)$(item)Amethyst Dust$() and is subject to the Transgress Others mishap.", + "hexical.page.conjure_hexburst.description": "$(item)Hexbursts$() are an iota wrapped in layers of _media around it. When I eat one, the inscribed iota is immediately pushed to my $(item)$(l:items/staff)Staff$()'s stack. I shall find them useful if I ever want to trade my entity reference. If my stack has an unclosed $(l:patterns/patterns_as_iotas#hexcasting:open_paren)Introspection$(), the iota appears in the forming list.", + "hexcasting.action.hexical:conjure_hextito": "Conjure Hextito", + "hexical.page.conjure_hextito.summary": "Conjures a $(item)Hextito$() of the given _Hex at the location. Costs about half of an $(l:items/amethyst)$(item)Amethyst Dust$() and is subject to the Transgress Others mishap.", + "hexical.page.conjure_hextito.description": "When I eat a $(item)Hextito$(), I am immediately compelled to cast the inscribed _Hex, with my $(item)$(l:items/staff)Staff$()'s stack unlike a regular $(l:items/hexcasting)$(item)casting device$(). I shall find them useful to quickly cast repeated actions like raycasts or to give out limited uses of a _Hex. If a stack has an unclosed $(l:patterns/patterns_as_iotas#hexcasting:open_paren)Introspection$(), the $(item)Hextito$() will not cast, making it quite safe to hand out.", + + "hexical.page.spike.title": "Conjure Spike", + "hexical.page.spike.0": "I hear rumors of a sorcerer illager that can summon fangs from the ground. While I find it hard to believe that villagers can shift _media, I have taken inspiration from those myths and created this spell that brings forth spikes from the ground to skewer targets.", + "hexcasting.action.hexical:spike": "Conjure Spike", + "hexical.page.spike.summary": "Takes a non-air position, an axis vector, and a delay in seconds up to ten seconds long and conjures a spike at that location. Costs about one $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexical.page.spike.1": "Each spike takes about a half second to strike and deal a hefty three full hearts of damage before slowly sinking back into the ground. If I cast this spell where a spike has not yet disappeared, it will do nothing. Spikes will also throw back targets in the direction they were conjured.", + + "hexical.page.block_mimicry.title": "Block Mimicry", + "hexical.page.block_mimicry.0": "The Art of _Hexcasting is a versatile craft; I can use _media to simulate a lot of the actions that I rely on blocks to perform without requiring any physical infrastructure. With just my staff, I can $(l:patterns/spells/block_mimicry#hexical:stonecut)cut stone into stairs$(), $(l:patterns/spells/block_mimicry#hexical:dispense)launch arrows$(), and $(l:patterns/spells/block_mimicry#hexical:smelt)cook$() my items for me.", + "hexical.page.block_mimicry.1": "Tales speak of ancient _Hexcasters that have set up entire magical factories without placing a single block.$(br2)$(o)And I need a bigger office, I need a bigger chair$(br)A bigger desk, a bigger staff$(br)A bigger hat to wear", + "hexcasting.action.hexical:piston": "Push", + "hexical.page.piston.summary": "Takes a block position and an axis vector and pushes the block along that vector. Costs an eighth of an $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexical.page.piston.description": "Similar to the block it is mimicking, this spell can push chains of up to 12 blocks if needed and break fragile blocks that a regular $(item)Piston$() would break. It also respects the stickiness of blocks like $(item)Slime$() and $(item)Honey$(), as well as the immovability of certain blocks like $(item)Obsidian$().", + "hexcasting.action.hexical:dispense": "Dispense", + "hexical.page.dispense.summary": "Takes an item entity, a position, and an axis vector and dispenses the item. For most applications, costs about half of one $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexical.page.dispense.description": "More specifically, this spell acts as though a dispenser suddenly appears with the item loaded and fires the dispenser.$(br2)If this spell is used for any type of $(item)Arrow$(), the price increases to a full $(l:items/amethyst)$(item)Charged Amethyst$(). I wonder why Nature would have such an adverse reaction to this specific application. Perhaps I would be too powerful?$(br2)$(o)Upon request, I can also perform a hug.$()", + "hexcasting.action.hexical:smelt": "Cook", + "hexical.page.smelt.summary": "Takes an item entity and cooks it as if in a $(item)Furnace$(). Costs about one $(l:items/amethyst)$(item)Amethyst Dust$() for every ten seconds that the $(item)Furnace$() would need to have been active.", + "hexcasting.action.hexical:roast": "Roast", + "hexical.page.roast.summary": "A specialized variant of $(l:patterns/spells/block_mimicry#hexical:smelt)$(action)Cook$() that simulates a $(item)Campfire$() instead. This has a much more limited set of possibilities; I am unsure why I would ever use this.", + "hexcasting.action.hexical:smoke": "Smoke", + "hexical.page.smoke.summary": "A specialized variant of $(l:patterns/spells/block_mimicry#hexical:smelt)$(action)Cook$() that simulates a $(item)Smoker$() instead, making it unable to process anything but foods but at a faster rate, making the spell cheaper.", + "hexcasting.action.hexical:blast": "Blast", + "hexical.page.blast.summary": "A specialized variant of $(l:patterns/spells/block_mimicry#hexical:smelt)$(action)Cook$() that simulates a $(item)Blast Furnace$() instead, making it unable to process anything but ores but at a faster rate, making the spell cheaper.", + "hexcasting.action.hexical:stonecut": "Cut Stone", + "hexical.page.stonecut.summary": "Takes an item entity and cuts the item into the shape of an item identifier. Costs about an eighth of one $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexical.page.stonecut.description": "The target item must be possible to carve from the source item in a $(item)Stonecutter$(). For instance, $(item)Stone$() can be cut into all manners of stairs, slabs, and walls.$(br2)$(o)I saw the angel in the marble and carved until I set him free.$()", + + "hexical.page.circle_spells.title": "Circle Spells", + "hexical.page.circle_spells.0": "When the _media courses through the boundaries of a $(l:greatwork/spellcircles)$(thing)circle$(), it saturates the domain inside with _media, allowing far greater magical effects and flexibility of _media manipulation than I am used to. The following are some spells which rely on that increased density of _media or properties of the $(l:greatwork/spellcircles)circle$() itself and are to only be cast by an $(l:greatwork/impetus)$(item)Impetus$().", + "hexcasting.action.hexical:displace": "Displace", + "hexical.page.displace.summary": "Teleports an entity within the $(l:greatwork/spellcircles)circle$() to another point within the same $(l:greatwork/spellcircles)$(thing)circle$(). Unlike $(l:patterns/great_spells/teleport)$(action)Greater Teleport$(), this spell takes in world coordinates rather than an offset. Costs about half of an $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexcasting.action.hexical:absorb_arm": "Appendage", + "hexical.page.absorb_arm.summary": "Allows a $(l:greatwork/spellcircles)circle$() to hook onto a $(l:items/pedestals)$(item)Pedestal$() within ambit to use as its $(o)other arm$(). Useful for certain spells that demand an item held in my other hand. It also works as a $(l:patterns/spells/wristpocket)Wristpocket$().", + + "hexical.page.evocation.title": "Evocation", + "hexical.page.evocation.0": "_Media is the energy of thought, so it stands to reason that I should be able to simply $(o)think$() magic into existence rather than waving around a $(item)$(l:items/staff)Staff$(). After all, I have roughly two chunks' worth of $(l:items/amethyst)$(item)Charged Amethyst$() in me at my prime, double that of my $(l:items/staff)$(item)Staff$(). While I can not yet shift arbitrary effects into reality, I can bring it forth a prepared _Hex with a mere gesture, taking _media from my inventory.", + "hexcasting.action.hexical:set_evocation": "Inculcate", + "hexical.page.set_evocation.summary": "Etches a _Hex, allowing me to cast it by holding $(thing)$(k:hexical.evoke)$() for one second. Costs about one $(l:items/amethyst)$(item)Charged Amethyst$().$(br2)$(o)Anthony thought at it, and it turned a flip-flop on the grass, and lay trembling, its eyes gleaming in small black terror.$()", + "hexcasting.action.hexical:get_evocation": "Evocation Reflection", + "hexical.page.get_evocation.summary": "Pushes the _Hex etched into my mind.", + "hexcasting.action.hexical:is_evoking": "Evoker Reflection", + "hexical.page.is_evoking.summary": "Pushes how long I have been evoking. Is -1 if I am not currently evoking.", + "hexical.page.evocation.1": "The ancient texts I have learned this technique from reveals many other interesting trifles: _Hexcasters used to perform evocation without any a _Hex, as a greeting or group ritual by waving their arms and chanting in unison. Experiments have also been done to see if a villager could be granted the ability to shift _media but the results of those experiments were either never documented or have been lost to time.", + + "hexical.page.lesser_sentinels.title": "Lesser Sentinels", + "hexical.page.lesser_sentinels.0": "A bit of sentinel theory: a $(l:patterns/spells/sentinels)$(thing)Sentinel$() is metaphysically-detached shard of my $(thing)Self$(). I can banish, query, and summon it via link but each interaction requires a bit of _media to facilitate the \"handshake\". I can $(l:patterns/great_spells/greater_sentinel)$(action)give even more of my $(thing)Self$(), essentially creating a separate yet near-equally conscious fragment that can cast _Hexes beyond my regular reach and even \"walk\".", + "hexical.page.lesser_sentinels.1": "$(thing)Lesser Sentinels$() are a more diminutive construction: little more than a tagged pocket of _media blessed with a whisper of my $(thing)Self$(). They are just enough to hold their ground where deployed and to be visible to me.$(br2)Due to their lesser sentience, I can establish connections, reposition, banish, and bring forth more of them with ease. I can only have one $(l:patterns/spells/sentinels)$(thing)Sentinel$() out at once; I can have a virtually endless number of $(thing)Lesser Sentinels$().", + "hexcasting.action.hexical:set_lesser_sentinels": "Deploy Sentinels", + "hexical.page.set_lesser_sentinels.summary": "Dismisses any existing $(thing)Lesser Sentinels$() and deploys a $(thing)Lesser Sentinel$() at every position in the list.", + "hexcasting.action.hexical:get_lesser_sentinels": "Infiltration Reflection", + "hexical.page.get_lesser_sentinels.summary": "Returns a list of vectors corresponding to the positions of all my $(thing)Lesser Sentinels$().", + + "hexical.page.personal_inventory.title": "Inventory", + "hexical.page.personal_inventory.0": "In all the excitement of _Hexcasting, I seem to have neglected to manage my inventory. Not to mention, some spells require items dropped on the floor, others require items in my offhand, and others just scan my inventory for an item to use; it's a hassle getting them to work with each other. Fortunately, I can solve both these problems with _Hexcasting.", + "hexcasting.action.hexical:list_possessions": "Possessions Reflection", + "hexical.page.list_possessions.summary": "Pushes a list of items that I have on my person. The index of each item is the slot number; this is useful for later spells.", + "hexical.page.personal_inventory.1": "The indices that the items appear in from the previous pattern refer to actual slots within my inventory; a numerically indexed position. I am not certain why Nature has decided on these, but with the following spells, I can push the item from a certain slot out, pull other items in, or move and combine items around the slots in my inventory for free.$(br2)$(o)Inventorty!$()", + "hexcasting.action.hexical:move_item": "Move Items", + "hexical.page.move_item.summary": "Moves items from one slot to another, merging if possible. Pushes a boolean for whether it succeeded. Free.", + "hexcasting.action.hexical:absorb_item": "Absorb Item", + "hexical.page.absorb_item.summary": "Pulls an item in the world into a given slot in my inventory, pushing a boolean for whether it succeeded. Free.", + "hexcasting.action.hexical:expel_item": "Expel Item", + "hexical.page.expel_item.summary": "Ejects an item at a given slot in my inventory, pushing the item entity or $(l:casting/influences)$(thing)Null$() if it could not find an item or failed to eject it. Free.", + + "hexical.page.pyrotechnics.title": "Pyrotechnics", + "hexical.page.pyrotechnics.0": "I have stumbled a pattern that may be one of the most complex spells in existence. The _media hums quite festively, as if it were once used for grand celebrations, although I shudder to imagine how effective the projectile would be as a weapon.$(br2)$(o)You don’t need to say anything. Just watch the fireworks.$()", + "hexcasting.action.hexical:conjure_firework": "Conjure Firework", + "hexical.page.conjure_firework.summary": "$(br)Conjures a firework of my $(o)exact$() specifications. Costs about one $(l:items/amethyst)$(item)Amethyst Shard$()", + "hexical.page.conjure_firework.0": "$(o)Basic Theory$()$(br2)The first two parameters of the spell are simple position and velocity. The third parameter dictates flight duration as a number from 1 to 3. I can imagine it as being the amount of $(item)Gunpowder$() I would add to a firework rocket.$(br2)The remaining parameters can be imagined as specifications for a $(thing)virtual firework star.$()", + "hexical.page.conjure_firework.1": "$(o)Shape$()$(br2)The fourth parameter controls the shape of the explosion, based off a number 0 to 4 inclusive.$(br)- 0 is a simple, small ball-shaped explosion.$(br)- 1 is a large ball-shaped explosion.$(br)- 2 is a star-shaped explosion.$(br)- 3 is a large creeper face-shaped explosion.$(br)- 4 is a conic burst.", + "hexical.page.conjure_firework.2": "$(o)Colors$()$(br2)The fifth and sixth parameters are lists of vectors, representing colors. The first list maps to the colors of the initial explosions, while the second maps to the colors that the particles fade into. There must be at least one vector specified for the first list, but the second list may be empty.$(br2)The vector components represent redness, greenness, and blueness on a scale of 0 to 1 respectively.", + "hexical.page.conjure_firework.3": "$(o)Special Effects$()$(br2)The seventh parameter controls whether the particles of the firework flicker, as if adding glowstone to the $(item)virtual Firework Star$().$(br2)The eighth parameter controls whether the particles of the firework leave trails, as if adding a diamond to the $(item)virtual Firework Star$().", + + "hexical.page.sentinel_defense.title": "Sentinel Defense", + "hexical.page.sentinel_defense.0": "$(l:patterns/great_spells/greater_sentinel)$(thing)Greater Sentinels$() allow _Hexcasters to attack me from afar, and worse, they are invisible and can stalk after me without me being any the wiser.$(br2)Fortunately, their ambit-producing creates a very distinct and detectable _media signature. If I could find the core, a concentrated blast of _media should exorcise them.", + "hexical.page.sentinel_defense.1": "Unfortunately, their signature only extends so far as their ambit, so to detect it, I must sample at a location already under its influence, i.e. within sixteen blocks. Using that reading, I can find the unit vector pointing towards the core and with multiple readings, divine its exact position.$(br2)A sudden focused discharge of _media at that point should completely dissolve it; it is just a construct of _media after all.", + "hexcasting.action.hexical:hunt_sentinel": "Vigilance Purification", + "hexical.page.hunt_sentinel.summary": "Pushes a unit vector towards the nearest $(l:patterns/great_spells/greater_sentinel)$(thing)Greater Sentinel$() within sixteen blocks from the given position or $(l:casting/influences)$(thing)Null$() if there is not one. Costs a negligible amount of _media.", + "hexcasting.action.hexical:exorcise_sentinel": "Exorcise Sentinel", + "hexical.page.exorcise_sentinel.summary": "Destroys the closest $(l:patterns/great_spells/greater_sentinel)$(thing)Greater Sentinel$() within a tenth of a block of the given position. Costs about three $(l:items/amethyst)$(item)Charged Amethyst$() whether there is one or not.", + + "hexical.page.shaders.title": "Shaders", + "hexical.page.shaders.0": "These spells revolve around manipulating my light receptors, allowing me to alter my vision for utility and fun. These spells break upon death or me leaving this world and returning at a later date.$(br2)$(o)You sense that something is off. You feel in harmony with the magic. Maan, that color smells interesting. Usual concepts don't apply.$()", + "hexcasting.action.hexical:shader_clear": "Clear Vision", + "hexical.page.shader_clear.summary": "Breaks any shader spell currently applied to me. Useful for \"bleaching\" my eyes after too much experimentation.", + "hexcasting.action.hexical:shader_owl": "Pierce Darkness", + "hexical.page.shader_owl.summary": "Greatly augments my ability to see in the dark, although the light resultingly becomes extremely blinding.", + "hexcasting.action.hexical:shader_lines": "Visualize Forms", + "hexical.page.shader_lines.summary": "Transforms the world into a thin outline of black and white. Possibly useful for identifying subtle contrasts.", + "hexcasting.action.hexical:shader_tv": "Broadcast Vision", + "hexical.page.shader_tv.summary": "Alters my vision to contain strange lines and make objects towards the center of my vision bulge \"towards\" me. Seems to be in reference to something...", + "hexcasting.action.hexical:shader_media": "Identify Importance", + "hexical.page.shader_media.summary": "Transforms my vision to perceive only the most important things...", + "hexcasting.action.hexical:shader_spider": "Split Vision", + "hexical.page.shader_spider.summary": "Splits my vision into multiple sections, similar to what a spider might see. I am unsure whether it actually grants me more vision...", + + "hexical.page.horrible.title": "Horrible", + "hexical.page.horrible.0": "Of all the patterns I have discovered, no other pattern comes close to this one. Written records alone are proof that some greater power exists and had compelled _Hexcasters to draw it.$(br2)$(o)How does one even begin to draw this?$() I suppose I'd best look into $(l:patterns/pattern_manipulation)pattern manipulation$().", + "hexcasting.action.hexical:horrible": "Horrible", + "hexical.page.horrible.summary": "Judging by the pattern signature, I can only hazard a guess that it affects a location somehow?", + + "hexical.category.specklikes": "Specks", + "hexical.category.specklikes.desc": "I can precisely manipulate _media to conjure visible and intangible constructs into the world, called $(o)specklikes$().$(br2)They come in a variety of shapes and Nature is quite generous with their pricing; it is often cheap to create one and free to manipulate it after the fact.", + + "hexical.page.specks.title": "Specks", + "hexical.page.specks.0": "A $(thing)Speck$(), not to be confused with the general category of specklikes, is the most basic construct that I can create.$(br2)It is a flat, floating, weightless, and motionless image of an iota just as I would perceive it on my stack. It is not visible from behind, although certain parts of it are for some odd reason.", + "hexcasting.action.hexical:conjure_speck": "Conjure Speck", + "hexical.page.conjure_speck.summary": "Conjures a speck of the iota with the given position and rotation. Costs a negligible amount of _media. Pushes the entity to the stack.", + "hexical.page.specks.1": "I can $(l:patterns/readwrite#hexcasting:read/entity)read$() a display iota from it and $(l:patterns/readwrite#hexcasting:write/entity)write$() any iota I'd wish to change its image after conjuration for free.$(br2)$(thing)Specks$() only remember the textual information of the iota they contain at the moment of writing and it is thus impossible to extract a functional copy of the original iota from one. I need not worry about leaving $(thing)Specks$() with my Name around.", + + "hexical.page.specklike_manipulation.title": "Specklike Manipulation", + "hexical.page.specklike_manipulation.0": "Being essentially nothing more than _media shaped and placed in the world, it is remarkably easy to manipulate specklikes. I have documented some useful patterns for the manipulation of specklikes, all of which are free and do not require ambit on the specklike.", + "hexcasting.action.hexical:kill_specklike": "Dismiss Specklike", + "hexical.page.kill_specklike.summary": "Instantly dissolves a specklike and returns it to the ambient _media.", + "hexcasting.action.hexical:lifetime_specklike": "Execute Specklike", + "hexical.page.lifetime_specklike.summary": "Sets a timer in twentieths of a second after which the specklike dissolves.", + "hexcasting.action.hexical:move_specklike": "Move Specklike", + "hexical.page.move_specklike.summary": "Teleports a specklike to the given position within ambit.", + "hexcasting.action.hexical:rotate_specklike": "Rotate Specklike", + "hexical.page.rotate_specklike.summary": "Rotates a specklike so its orientation matches the vector.", + "hexcasting.action.hexical:roll_specklike": "Roll Speck", + "hexical.page.roll_specklike.summary": "Takes a fraction of a full rotation and rotates a specklike along its orientation vector by that amount.", + "hexcasting.action.hexical:size_specklike": "Resize Specklike", + "hexical.page.size_specklike.summary": "Scales a specklike from zero to ten times its original size.", + "hexical.page.specklike_manipulation.1": "Among specklikes, there exist a subset of them called $(o)figures$(). They can generally be distinguished by being more abstract than traditional specklikes, drawing lines and shapes rather than text or realistic.$(br2)Due to their abstractness, they have various properties that can be customized. Relevant patterns are on the following pages.", + "hexcasting.action.hexical:thickness_specklike": "Thicken Speck", + "hexical.page.thickness_specklike.summary": "Changes the thickness of a figure from one to ten, representing twentieths of a block. What this entails varies between figure types but is generally intuitive.", + "hexcasting.action.hexical:pigment_specklike": "Color Speck", + "hexical.page.pigment_specklike.summary": "Changes the pigment of a figure to the provided pigment.", + + "hexical.page.strands.title": "Strands", + "hexical.page.strands.0": "$(thing)Strands$() are a figure that are flat and intangible like $(l:patterns/spells/specklikes/specks)$(thing)Specks$() but draw pigmented lines connecting points on a plane.$(br2)A freshly created $(thing)Strand$() has no image. I must $(l:patterns/readwrite#hexcasting:write/entity)write to it$() a list of no more than 32 vectors, each of which no longer than 10 blocks. The z-component of the vectors is ignored for $(thing)Strands$(). I can later $(l:patterns/readwrite#hexcasting:read/entity)read$() out this image.", + "hexcasting.action.hexical:conjure_strand": "Conjure Strand", + "hexical.page.conjure_strand.summary": "Conjures a $(thing)Strand$() at the location and pushes the entity to the stack. Costs about a quarter of an $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexcasting.action.hexical:draw_pattern": "Handwriting Purification", + "hexical.page.draw_pattern.summary": "Takes a pattern and produces a normalized list of vectors that draw it out, useful for creating $(thing)Strands$().", + + "hexical.page.meshes.title": "Meshes", + "hexical.page.meshes.0": "$(thing)Meshes$() are practically identical to $(l:patterns/spells/specklikes/strands)$(thing)Strands$() but they connect points in three-dimensional space with thin hexagonal prisms.$(br2)The method of reading and writing and the requirements of the image are nearly identical to $(l:patterns/spells/specklikes/strands)$(thing)Strands$(), except the z-component is considered in length calculations and is used for depth.", + "hexcasting.action.hexical:conjure_mesh": "Conjure Mesh", + "hexical.page.conjure_mesh.summary": "Conjures a mesh with the location and pushes the entity to the stack. Costs about one $(l:items/amethyst)$(item)Amethyst Dust$().", + + "hexcasting.action.hexical:charm": "Charm", + "hexical.page.charm.0": "The $(l:patterns/great_spells/charm)$(action)Charm$() spell transforms an item into a self-contained magical item, not unlike a $(l:items/hexcasting)$(item)Cypher$(). They have a battery of _media, disenchant when empty, and can't be recharged or reprogrammed.$(br2)$(o)Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away.$()", + "hexical.page.charm.1": "Charmed items also have a few special features that distinguish them from any other $(l:items/hexcasting)$(item)casting device$().$(br2)They have two patterns for interfacing with an internal iota storage within them. This storage can only be read from and written to within the charmed item.$(br2)They also have the power of input interception.", + "hexical.page.charm.summary": "Charms an item. Takes the _Hex and an amount of _media in $(l:items/amethyst)$(item)Amethyst Dust$(). Consumes that amount and about three $(l:items/amethyst)$(item)Charged Amethyst$().", + "hexical.page.charm.description": "The lists of numbers are for when I am standing and sneaking respectively. When I hold a charmed item, my mouse clicks have an assigned number 0 to 7; 0 and 1 are left and right-click respectively.$(br2)When I click with the item with the button, the item's original function is replaced with the _Hex, starting the stack with the number.$(br2)The final argument is the charm's stored iota.", + "hexcasting.action.hexical:media_color_charmed": "LED Gambit", + "hexical.page.media_color_charmed.summary": "Sets a color to appear as the media bar on the item for mode indication, or $(l:casting/influences)$(thing)Null$() to restore it to a regular color.", + "hexcasting.action.hexical:discharm": "Discharm", + "hexical.page.discharm.summary": "Removes a charm from an item without affecting any other property. Costs about one $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexcasting.action.hexical:write_charmed": "Charmed Gambit", + "hexical.page.write_charmed.summary": "Writes an iota to the charmed item’s internal storage. Subject to the Transgress Others mishap.", + "hexcasting.action.hexical:read_charmed": "Charmed Reflection", + "hexical.page.read_charmed.summary": "Pushes the stored iota from the charmed item’s internal storage.", + "hexcasting.action.hexical:write_charmed_proxy": "Charmed Gambit II", + "hexical.page.write_charmed_proxy.summary": "If the item charmed features an iota storage by default, such as a $(l:items/focus)$(item)Focus$(), writes an iota into it.", + "hexcasting.action.hexical:read_charmed_proxy": "Charmed Reflection II", + "hexical.page.read_charmed_proxy.summary": "If the item charmed features an iota storage by default, such as a $(l:items/focus)$(item)Focus$(), reads an iota from it.", + + "hexcasting.action.hexical:greater_blink": "Greater Blink", + "hexical.page.greater_blink.0": "Greater Blink is a significantly cheaper alternative to $(l:patterns/great_spells/teleport)$(action)Greater Teleport$(). It also does not carry the risk of splattering my items upon arrival. However, it only has pitiful range compared to $(l:patterns/great_spells/teleport)$(action)Greater Teleport$() and its destination calculations are... esoteric. Its target is also exclusively myself.", + "hexical.page.greater_blink.summary": "Teleports me up to 128 blocks away, relative to my position and rotation. Costs about two $(l:items/amethyst)$(item)Amethyst Dust$().", + "hexical.page.greater_blink.1": "A vector of (0, 0, 1) would teleport me one block in $(l:patterns/basics#hexcasting:get_entity_look)$(thing)the direction I'm facing$(). A vector of (0, 1, 0) would teleport me one block $(l:patterns/scrying/entities#hexpose:theodolite)$(thing)\"up\" from the top of my head$(). A vector of (0, 1, 10) would teleport me ten blocks forward in the direction I'm facing and one block upwards from the top of my head. A vector of (1, 0, 0) teleports me one block to my right.", + "hexical.page.greater_blink.2": "$(o)I felt three numerical axes perfectly pierce all six faces of my head. For a moment, I was skewered—suspended midair—and then at my specifications, I was violently dragged along the geometrical scaffolds at speeds indistinguishable from instantaneousness.$(br2)I must have been no longer a part of the world, for I was yanked through walls without causing even the smallest disturbance.$()" +} diff --git a/projects/assets/modrinth-hexical/1.20-fabric/hexical/lang/zh_cn.json b/projects/assets/modrinth-hexical/1.20-fabric/hexical/lang/zh_cn.json new file mode 100644 index 000000000000..f1cb32458007 --- /dev/null +++ b/projects/assets/modrinth-hexical/1.20-fabric/hexical/lang/zh_cn.json @@ -0,0 +1,846 @@ +{ + "advancement.hexical:root.title": "咒术满满的一天", + "advancement.hexical:root.description": "开始你在Hexical中的探索吧!", + "advancements.hexical.acquire_arch_lamp.title": "守护精灵", + "advancements.hexical.acquire_arch_lamp.description": "获得大精灵神灯", + "advancements.hexical.acquire_hand_lamp.title": "可造之材", + "advancements.hexical.acquire_hand_lamp.description": "获得精灵神灯", + "advancements.hexical.educate_lamp.title": "举世无双的非凡魔力!", + "advancements.hexical.educate_lamp.description": "向精灵许愿", + "advancements.hexical.hextito_quine.title": "吃不完的披萨", + "advancements.hexical.hextito_quine.description": "这才是好的时光之愿。", + "advancements.hexical.specklike.title": "集成现实", + "advancements.hexical.specklike.description": "和增强现实差不多,只不过更加现实", + "advancements.hexical.diy_conjuring.title": "构筑DIY!", + "advancements.hexical.diy_conjuring.description": "为术师方块附加改进", + "advancements.hexical.conjure_hexxy.title": "构筑Hexxy", + "advancements.hexical.conjure_hexxy.description": "给予Hexxy适用于你的世界的物理形态", + "advancements.hexical.conjure_cake.title": "蛋糕是个谎言", + "advancements.hexical.conjure_cake.description": "从一位神秘的恩人那里召来一块免费的蛋糕", + "block.hexical.amber_seal": "被琥珀封印的方块", + "block.hexical.hex_candle_cake": "插上咒术蜡烛的蛋糕", + "block.hexical.casting_carpet": "施法地毯", + "block.hexical.hex_candle": "咒术蜡烛", + "block.hexical.mage_block": "术师方块", + "block.hexical.media_jar": "媒质罐", + "block.hexical.pedestal": "支座", + "block.hexical.periwinkle": "长春花", + "block.hexical.sentinel_bed": "哨卫床", + "death.attack.magic_missile": "%1$s的魔法存在被%2$s刺穿了", + "death.attack.magic_missile.item": "%1$s的魔法存在被%2$s用%3$s刺穿了", + "death.attack.spike": "%1$s被%2$s刺穿了", + "death.attack.spike.item": "%1$s被%2$s用%3$s刺穿了", + "dye.hexical.uncolored": "无色", + "dye.hexical.white": "白色", + "dye.hexical.orange": "橙色", + "dye.hexical.magenta": "品红色", + "dye.hexical.light_blue": "淡蓝色", + "dye.hexical.yellow": "黄色", + "dye.hexical.lime": "黄绿色", + "dye.hexical.pink": "粉红色", + "dye.hexical.gray": "灰色", + "dye.hexical.light_gray": "淡灰色", + "dye.hexical.cyan": "青色", + "dye.hexical.purple": "紫色", + "dye.hexical.blue": "蓝色", + "dye.hexical.brown": "棕色", + "dye.hexical.green": "绿色", + "dye.hexical.red": "红色", + "dye.hexical.black": "黑色", + "effect.hexical.wooleyed": "毡障", + "effect.hexical.wooleyed.description": "帮助我忘记先前看到的可怖景象。", + "emi.category.hexical.dyeing": "染色法术", + "emi.category.hexical.transmuting": "嬗变", + "enchantment.hexical.analyzing": "探识", + "entity.hexical.animated_scroll": "活线卷轴", + "entity.hexical.magic_missile": "魔法飞弹", + "entity.hexical.mesh": "网斑", + "entity.hexical.speck": "视斑", + "entity.hexical.spike": "紫水晶尖刺", + "key.categories.hexical": "Hexical", + "key.hexical.evoke": "唤咒", + "key.hexical.telepathy": "唤起心灵感应", + "item.hexical.animated_scroll_small": "小型活线卷轴", + "item.hexical.animated_scroll_medium": "中型活线卷轴", + "item.hexical.animated_scroll_large": "大型活线卷轴", + "item.hexical.arch_lamp": "大精灵神灯", + "item.hexical.babelbug": "巴别虫", + "item.hexical.copper_driver_dot": "铜驱术珠", + "item.hexical.curio_beauty": "宝珠饰品", + "item.hexical.curio_bismuth": "铋晶饰品", + "item.hexical.curio_charm": "护符饰品", + "item.hexical.curio_clover": "四叶草饰品", + "item.hexical.curio_compass": "指南针饰品", + "item.hexical.curio_conch": "螺壳饰品", + "item.hexical.curio_cube": "立方饰品", + "item.hexical.curio_down": "下箭头饰品", + "item.hexical.curio_flute": "笛子饰品", + "item.hexical.curio_handbell": "手铃饰品", + "item.hexical.curio_heart": "爱心饰品", + "item.hexical.curio_interlock": "环纽饰品", + "item.hexical.curio_key": "钥匙饰品", + "item.hexical.curio_staff": "法杖饰品", + "item.hexical.curio_strange": "怪异饰品", + "item.hexical.curio_truth": "真实饰品", + "item.hexical.curio_up": "上箭头饰品", + "item.hexical.gauntlet_staff": "护手法杖", + "item.hexical.gold_driver_dot": "金驱术珠", + "item.hexical.grimoire": "咒典", + "item.hexical.hand_lamp": "手持式精灵神灯", + "item.hexical.hex_gummy": "咒术软糖", + "item.hexical.hexburst": "咒术星爆糖", + "item.hexical.hextito": "咒力多滋", + "item.hexical.iron_driver_dot": "铁驱术珠", + "item.hexical.lei": "花冠", + "item.hexical.lightning_rod_staff": "避雷针法杖", + "item.hexical.media_log": "媒质木志", + "item.hexical.media_log.0": "媒质木志", + "item.hexical.media_log.1": "错误木志", + "item.hexical.netherite_driver_dot": "下界合金驱术珠", + "item.hexical.plush_hexxy": "Hexxy", + "item.hexical.plush_irissy": "Irissy", + "item.hexical.plush_pentxxy": "Pentxxy", + "item.hexical.plush_quadxxy": "Quadxxy", + "item.hexical.plush_thothy": "Thothy", + "item.hexical.plush_flexxy": "Flexxy", + "item.minecraft.potion.effect.wooleyed": "毡障药水", + "item.minecraft.splash_potion.effect.wooleyed": "喷溅型毡障药水", + "item.minecraft.lingering_potion.effect.wooleyed": "滞留型毡障药水", + "item.minecraft.tipped_arrow.effect.wooleyed": "毡障之箭", + "item.minecraft.potion.effect.long_wooleyed": "毡障药水", + "item.minecraft.splash_potion.effect.long_wooleyed": "喷溅型毡障药水", + "item.minecraft.lingering_potion.effect.long_wooleyed": "滞留型毡障药水", + "item.minecraft.tipped_arrow.effect.long_wooleyed": "毡障之箭", + "item.minecraft.potion.effect.strong_wooleyed": "毡障药水", + "item.minecraft.splash_potion.effect.strong_wooleyed": "喷溅型毡障药水", + "item.minecraft.lingering_potion.effect.strong_wooleyed": "滞留型毡障药水", + "item.minecraft.tipped_arrow.effect.strong_wooleyed": "毡障之箭", + "itemGroup.hexical.general": "Hexical", + "stat.hexical.evocation": "受毡障次数", + "subtitles.hexical.amethyst_melt": "紫水晶:融化", + "subtitles.hexical.babelbug_chirps": "巴别虫:吱吱", + "subtitles.hexical.item_dunks": "物品:浸入", + "subtitles.hexical.evoking_murmur": "玩家:吟唱", + "subtitles.hexical.lamp_activate": "神灯:启动", + "subtitles.hexical.lamp_deactivate": "神灯:终止", + "subtitles.hexical.player_slurp": "玩家:啜饮", + "subtitles.hexical.handbell_chimes": "手铃:叮铃", + "subtitles.hexical.magic_wooshes": "魔法:呼啸", + "subtitles.hexical.replenish_air": "肺:充气", + "subtitles.hexical.sudden_realization": "点子:出现", + "tag.hexical.can_not_mage_mouth": "适用于法师之口", + + "hexical.autograph.header": "由以下人士亲笔签名:", + "hexical.babelbug.hex": "习得的咒术:%s", + "hexical.charmed": "咒符", + "hexical.cracked.cracked": "已破解", + "hexical.cracked.hex": "破解出的咒术:%s", + "hexical.grimoire.contains": "含有以下图案的绑定:", + "hexical.driver_dot.pattern": "目标:%s", + "hexical.driver_dot.program": "咒术:%s", + "hexical.hexburst.iota": "所含iota:%s", + "hexical.hextito.hex": "所含咒术:%s", + "hexical.recipe.media_free": "无需消耗", + "hexical.recipe.media_cost": "消耗%s个紫水晶粉", + "hexical.recipe.media_yield": "产出%s个紫水晶粉", + "hexical.ledger.stack": "事故前最后记录到的栈:", + "hexical.ledger.mishap": "最后一次事故的信息:", + "hexical.mage_block.bouncy": "弹性", + "hexical.mage_block.lifespan": "寿命:%d", + "hexical.mage_block.redstone": "激能:%d", + "hexical.mage_block.volatile": "失稳", + + "hexcasting.mishap.bad_block.akashic_bookshelf": "一个阿卡夏书架", + "hexcasting.mishap.bad_block.mage_block": "一个术师方块", + "hexcasting.mishap.bad_block.pedestal": "一个支座", + "hexcasting.mishap.bad_block.flower_spawnable": "空气或一个花盆", + "hexcasting.mishap.bad_block.rotatable": "一个有朝向区分的方块", + "hexcasting.mishap.bad_block.solid_platform": "一个固体平台", + "hexcasting.mishap.bad_item.animated_scroll": "一个活线卷轴", + "hexcasting.mishap.bad_item.anything": "任意物品", + "hexcasting.mishap.bad_item.crackable_item": "一个可施放咒术的设备或饰品", + "hexcasting.mishap.bad_item.firework_star": "一个烟火之星", + "hexcasting.mishap.bad_item.grimoire": "一个咒典", + "hexcasting.mishap.bad_item.nonfull_grimoire": "一个拥有少于512条绑定的咒典", + "hexcasting.mishap.bad_item.has_brain": "一个能够思考的村民", + "hexcasting.mishap.bad_item.autographed": "一个经过签名的物品", + "hexcasting.mishap.bad_item.driver_dot": "一个驱术珠", + "hexcasting.mishap.bad_item.hand_lamp": "一个手持式精灵神灯", + "hexcasting.mishap.bad_item.lamp": "一个空神灯", + "hexcasting.mishap.bad_item.mesh": "一个网斑", + "hexcasting.mishap.bad_item.smart_villager": "一个老手或更高等级的村民", + "hexcasting.mishap.bad_item.sniffer": "一只嗅探兽", + "hexcasting.mishap.bad_item.specklike": "一个类视斑实体", + "hexcasting.mishap.bad_item.target.smelting": "一个可在熔炉中烧炼的物品", + "hexcasting.mishap.bad_item.target.roasting": "一个可在营火中烧炼的物品", + "hexcasting.mishap.bad_item.target.smoking": "一个可在烟熏炉中烧炼的物品", + "hexcasting.mishap.bad_item.target.blasting": "一个可在高炉中烧炼的物品", + "hexcasting.mishap.bad_item.target.stonecutting": "一个可在切石机中切制的物品", + "hexcasting.mishap.bad_item.uncharmed": "一个非咒符物品", + "hexcasting.mishap.invalid_value.axis_vector": "一个轴向向量", + "hexcasting.mishap.invalid_value.horizontal_axis_vector": "一个水平轴向向量", + "hexcasting.mishap.invalid_value.class.dye": "一个染料", + "hexcasting.mishap.invalid_value.class.pigment": "一个染色剂", + "hexcasting.mishap.invalid_value.conjurable_flora_id": "一个代表可构筑花卉的标识", + "hexcasting.mishap.invalid_value.entity_or_vector": "一个实体或向量", + "hexcasting.mishap.invalid_value.inventory": "一个代表物品栏、存储空间的iota", + "hexcasting.mishap.invalid_value.item_entity_or_null": "一个物品实体或Null", + "hexcasting.mishap.invalid_value.lesser_sentinel_list": "一个向量列表", + "hexcasting.mishap.invalid_value.nonempty_list": "一个非空列表", + "hexcasting.mishap.invalid_value.number_or_vector": "一个数或向量", + "hexcasting.mishap.invalid_value.pattern_list": "一个图案列表", + "hexcasting.mishap.invalid_value.small_vector": "一个长度小于等于2的向量", + "hexcasting.mishap.invalid_value.text_list": "一个文本iota列表", + "hexcasting.mishap.invalid_value.to_pigment": "一个有色染料、一个代表染色剂物品的标识、一个含有染色剂的物品实体,或一个玩家", + "hexcasting.mishap.invalid_value.colored_dye": "一个有色染料", + "hexcasting.mishap.invalid_value.colored_dye_list": "一个有色染料列表", + "hexcasting.mishap.invalid_value.vector_list": "一个向量列表", + "hexcasting.mishap.invalid_value.vector_or_null": "一个向量或Null", + "hexcasting.mishap.hexical:can_not_dye": "目标无法染色或目标不支持该颜色。", + "hexcasting.mishap.hexical:inedible": "所选物品无法食用,或对法师之口来说太复杂了。", + "hexcasting.mishap.hexical:magic_missile_coordinates": "无法辨识出空间轴。", + "hexcasting.mishap.hexical:needs_charmed_item": "本应由咒符物品施放。", + "hexcasting.mishap.hexical:needs_lamp": "本应由精灵施放。", + "hexcasting.mishap.hexical:needs_staff": "本应由法杖施放。", + "hexcasting.mishap.hexical:outside_circle": "法术超出了法术环的边界。", + "hexcasting.mishap.hexical:illegal_jailbreak": "试图破解内含咒术的施法物品。", + "hexcasting.mishap.hexical:invalid_slot": "%d不适用于%s指定的存储空间。", + "hexcasting.mishap.hexical:no_prestidigitation": "目标没有戏法响应效果。", + + "hexcasting.action.book.hexical:get_lamp_position": "精灵之精思:空间型", + "hexcasting.action.book.hexical:get_lamp_rotation": "精灵之精思:旋转型", + "hexcasting.action.book.hexical:get_lamp_velocity": "精灵之精思:运动型", + "hexcasting.action.book.hexical:get_lamp_use_time": "精灵之精思:时间型", + "hexcasting.action.book.hexical:get_lamp_media": "精灵之精思:媒质型", + "hexcasting.action.book.hexical:get_lamp_storage": "精灵之精思:记忆型", + "hexcasting.action.book.hexical:has_autograph": "验证器之馏化", + "hexcasting.action.book.hexical:right_click_other": "操纵之纯化", + "hexcasting.action.book.hexical:serialize_pattern": "笔迹师之纯化", + "hexcasting.action.book.hexical:deserialize_pattern": "书法师之纯化", + "hexcasting.action.book.hexical:shuffle_pattern": "图案制作师之馏化", + "hexcasting.action.book.hexical:read_shelf": "图书管理员之纯化,第二型", + "hexcasting.action.book.hexical:zone_specklike": "区域之馏化:类视斑", + "hexcasting.action.book.hexical:is_mute": "屏蔽之纯化", + "hexcasting.action.book.hexical:modify_block_bouncy": "弹性", + "hexcasting.action.book.hexical:modify_block_energized": "激能", + "hexcasting.action.book.hexical:modify_block_ephemeral": "消逝", + "hexcasting.action.book.hexical:modify_block_invisible": "隐形", + "hexcasting.action.book.hexical:modify_block_volatile": "失稳", + + "hexical.page.hexical_staves.title": "Hexical:法杖", + "hexical.page.lightning_rod_staff.0": "我往一支避雷针的末端嵌了一整块紫水晶,就得到了这种造型令人印象深刻的$(l:items/staff)$(item)法杖$()。它拿起来有些沉重,但用起来仿佛在$(o)号令闪电$()。", + "hexical.page.lightning_rod_staff.1": "$(o)我知道世上有困难$(br)而且不止一种。$(br)有些自前路而来$(br)有些从身后接近。$(br2)但我买了根球棍。$(br)你看,我已经准备完毕。$(br)现在我的那些麻烦事$(br)马上就要有$(l)麻烦$()了!", + "hexical.page.gauntlet_staff.0": "$(l:items/staff)$(item)法杖$()很重,拿着也不趁手。要是对其失去了兴趣,可以换成这个护手一样的设备,以此亲手感知、亲手操控$(media)媒质$()。", + "hexical.page.gauntlet_staff.1": "$(o)况且一根法杖对我而言似乎也是天方夜谭。如果你需要一个合适的工具来控制并操纵灵气,我想手套就是个不错的选择。$()$(br2)——我从一本古怪的书里复原出的笔记。很明显书中所谓“灵气”就是指$(media)媒质$()。", + + "hexical.page.driver_dot.title": "驱术珠", + "hexical.page.driver_dot.0": "$(item)咒术驱动珠$()是小型的金属珠子,与一个图案和一个$(hex)咒术$()调谐。每当与我有关联的事物施放了对自然来说无意义的$(hex)咒术$()时,我持有的$(item)驱术珠$()即会帮我避开原本的事故,并用替代行为加以补救。$(br2)$(o)一枚刻有纹饰的小金属珠子,挂在穿过她左耳垂的金属线环上。一枚驱术珠。$()", + "hexcasting.action.hexical:program_driver": "编程驱术珠", + "hexical.page.program_driver.summary": "将我副手中的$(item)驱术珠$()调谐至所给图案和$(hex)咒术$()。无需消耗$(media)媒质$()。$(item)下界合金驱术珠$()的匹配对象不限于所给图案。", + "hexical.recipe.driver_dot.header": "制造驱术珠", + "hexical.page.copper_driver_dot.summary": "$(o)精确$()匹配所调谐图案,在对应无效图案出现时将 iota 列表压栈。", + "hexical.page.iron_driver_dot.summary": "$(o)精确$()匹配所调谐图案,在对应无效图案出现时施放其$(hex)咒术$(),从而避免招致事故。", + "hexical.page.gold_driver_dot.summary": "以所调谐图案作为头部进行匹配,在施放其$(hex)咒术$()前将无效图案压栈。", + "hexical.page.netherite_driver_dot.summary": "匹配前三种$(item)驱术珠$()未捕获的所有无效图案,在施放其$(hex)咒术$()前将无效图案压栈。", + "hexical.page.driver_dot.1": "需要注意:似乎所有能施法的$(item)驱术珠$()(即比铜$(item)驱术珠$()高级的那些)都能$(o)递归$()。也即,理论上它们可以自己使用这些无效图案,然后以新栈重新运行。$(br2)$(o)龟背上的世界。$()", + + "hexical.page.grimoire.title": "咒典", + "hexical.page.grimoire.0": "以$(l:items/amethyst)$(item)充能紫水晶$()和$(l:items/edified)$(item)启迪木$()$()给$(item)附魔书$()装面,$(item)附魔书$()便能将$(media)媒质$()困在书页内部,就像一间回音室。之后可向其中引入最多 512 条图案至图案列表的绑定关系,以让$(item)咒典$()内部的$(media)媒质$()无限反弹。", + "hexical.page.grimoire.1": "在我的物品栏或$(thing)末影箱$()中放有$(item)咒典$(),再通过$(l:items/staff)$(item)法杖$()绘制其中与列表关联的$(l:patterns/patterns_as_iotas)图案$(),自然即会认为我绘制了整个列表;这可以简化常用曼怛罗和大型图案的绘制。$(item)咒典$()甚至还能覆盖自然提供的$(l:patterns/patterns_as_iotas)图案$()。$(br2)$(o)要是想读一本还没写出来的书,那就亲自去写。$()", + "hexcasting.action.hexical:write_grimoire": "写入咒典", + "hexical.page.write_grimoire.summary": "向副手$(item)咒典$()写入一个图案至图案列表的绑定关系。", + "hexcasting.action.hexical:erase_grimoire": "擦除咒典", + "hexical.page.erase_grimoire.summary": "若副手持有$(item)咒典$(),擦除其中相应的图案列表绑定。", + "hexcasting.action.hexical:index_grimoire": "档案员之精思", + "hexical.page.index_grimoire.summary": "获取副手$(item)咒典$()中所有图案的列表。", + + "hexical.page.hex_candle.title": "咒术蜡烛", + "hexical.page.hex_candle.0": "首次以$(l:patterns/spells/prestidigitation)魔法$()或$(item)打火石$()点燃后,这些漂亮的小蜡烛上会燃起苍白色的火焰。若有人与其交互,它似乎会复制该人的$(l:items/pigments)染色剂$()。也可以手持$(l:items/pigments)染色剂$()交给它来改变它的颜色。$(br2)熄灭需按下潜行和使用键。", + "hexical.page.hex_candle.1": "它们和普通的$(item)蜡烛$()一样,也可以插到$(item)蛋糕$()上。$(br2)$(o)医生发现自己身处一个巨大的洞穴之中,那里面排满了无数颤动着火焰的蜡烛,每一支都代表了一个生命的长短。$()", + + "hexical.page.media_jar.title": "媒质罐", + "hexical.page.media_jar.0": "我成功把我手头的$(l:items/amethyst)$(item)紫水晶$()全部融化到这个小罐里了!但对于从中汲取$(media)媒质$()来说,它的玻璃外壁还是太厚了。我也曾听过故事称古代的$(hex)咒术师$()解决了这个难题,成功把液态$(media)媒质$()装到了某种瓶子里去供$(hex)咒术$()使用。不过,这个$(item)媒质罐$()也有回收媒质的神奇功能。", + "hexical.page.media_jar.description": "$(o)就在那儿,她看见了一团浅浅的雾:那东西只有鸡蛋大小。它在柔和的淡海绿色之外几乎不带什么颜色,闪闪发光,非常漂亮。", + "hexical.page.media_jar.1": "我可以把物品浸到液体中,以产生各种效应。$(l:items/phials)$(item)试剂瓶$()等用于存储$(media)媒质$()的物品会被填满,而大多数未加防护的物品会受$(media)媒质$()渗透的影响,从而产生$(o)嬗变$()。转化的终点无法预测,但在大部分情况下能带来惊喜。$(br2)可以对放置出来的$(item)媒质罐$()使用物品,也可在物品栏中和$(item)收纳袋$()一样操作,还可用$(item)漏斗$()存取物品。", + "hexical.recipe.enchant_apple.header": "附魔苹果", + "hexical.recipe.enchant_apple.text": "向$(item)金苹果$()注入大量$(media)媒质$(),将其转化为稀有而强大的$(item)附魔金苹果$()。", + "hexical.recipe.thoughtknot.header": "编织结念绳", + "hexical.recipe.thoughtknot.text": "往大量$(media)媒质$()里浸入$(item)线$()就可制成$(l:items/thought_knot)$(item)结念绳$(),而无需往上刷$(l:items/amethyst)$(item)紫水晶粉$()。效率稍微高些。", + "hexical.recipe.unthoughtknot.header": "释放念结", + "hexical.recipe.unthoughtknot.text": "吸出$(l:items/thought_knot)$(item)结念绳$()的媒质。相较合成配方来说会损耗$(media)媒质$(),却是回收点滴$(media)媒质$()的好方法。", + "hexical.recipe.cry_obsidian.header": "感伤黑曜石", + "hexical.recipe.cry_obsidian.text": "向$(item)黑曜石$()中注入$(media)媒质$()。这些$(media)媒质$()会从中溢出,看上去就好像在流泪。", + "hexical.recipe.uncry_obsidian.header": "安慰黑曜石", + "hexical.recipe.uncry_obsidian.text": "返还$(item)哭泣的黑曜石$()中的$(media)媒质$()。$(br2)$(o)心理咨询!:D$()", + "hexical.recipe.fossil_fuel.header": "煤炭", + "hexical.recipe.fossil_fuel.text": "向$(item)木炭$()注入思维并立刻杀灭,将其转化成$(item)煤炭$()。方便压缩存储。", + "hexical.recipe.renewable_fuel.header": "木炭", + "hexical.recipe.renewable_fuel.text": "将$(item)煤炭$()转化成$(item)木炭$()。为什么啊?", + + "hexical.page.casting_carpet.title": "施法地毯", + "hexical.page.casting_carpet.0": "我可以将$(l:items/amethyst)$(item)紫水晶$()编织到普通的地毯里去,得到的就是这张柔软舒适的地毯。站在地毯上就能感受到$(media)媒质$()在我脚下流动。让人有些迷糊,但也能为人安神。$(br2)有种醍醐灌顶的感受,就好像带着一片$(l:items/lens)$(item)探知透镜$(),只是效果偏弱。我的$(hex)咒法学$()视野似乎得到了扩展。", + "hexical.page.casting_carpet.1": "$(o)红地毯为什么非要是红色?它可以是任何颜色的。$()", + + "hexical.page.media_log.title": "媒质木志", + "hexical.page.media_log.0": "研习$(hex)咒法学$()这门技艺时,无法追踪$(hex)咒术$()的情况真是家常便饭;自然则乐于在犯错的那一刹那就降下惩罚。$(br2)还好,自然也允许我反思自己的愚蠢……当然,愚蠢的后果是逃不过的。", + "hexical.page.media_log.1": "他们称之为$(item)$(m)错误$()$(item)媒质木志$()。往$(l:items/edified)$(item)启迪原木$()里扎一片$(l:items/amethyst)$(item)紫水晶$(),然后不知怎的,自然就会把我犯的错发给我的意识了。", + "hexical.page.media_log.2": "$(item)媒质木志$()只会捕获我使用$(l:items/staff)$(item)法杖$()和$(l:items/hexcasting)施法物品$()时犯的错。$(br2)拿住它然后沉思,它就会为我依次揭示最后施放的若干图案(甚至包括$(l:patterns/meta)图案$()施放的,所有这些都会展开成线性流)、所招致的事故,以及事故到来前栈顶的若干 iota。", + "hexical.page.media_log.3": "理论上来说,在$(l:items/hexcasting)施法物品$()施法完毕后,我可以用它获取其中内容;不过它追踪不了几个图案,能完整取出的基本上只有极其简单的$(hex)咒术$()。$(br2)$(o)你看到的可能只是一堆收据,我看到的却是一则故事。我看得出来这个故事的走向,而且这个走向不是很好。$()", + + "hexical.page.sentinel_bed.title": "哨卫床", + "hexical.page.sentinel_bed.0": "这张床里的$(item)磁石$()似乎能让它自身和$(o)其上的实体$()一直处于我$(hex)咒术$()的影响范围内;不过我更倾向于认为,我的$(l:patterns/spells/sentinels)$(thing)哨卫$()是因为喜欢$(item)羊毛$()才这样的。猫也觉得这张床很舒服,就和燃烧中的熔炉和床一样。$(br2)我听过些传言,说古代的$(hex)咒术师$()会把它当成无视距离的 iota 仓储方块,但我想不出来是怎么做到的。", + "hexical.page.sentinel_bed.1": "$(o)为我的哨卫准备的舒适床铺,它似乎总想趴回上面。$()", + + "hexical.page.periwinkle.title": "长春花", + "hexical.page.periwinkle.0": "有一种灭绝已久的花朵,叫作$(item)长春花$()。它们很漂亮,还有安神的作用;古代的$(hex)咒术师$()会用它们来抚平$(hex)咒法学$()带来的莫大恐惧。$(br2)$(o)特别的花送给特别的人。$()", + "hexcasting.action.hexical:periwinkle": "引发挖掘", + "hexical.page.periwinkle.summary": "好在,$(hex)咒法学$()是门适用面很广的技艺,有寻回几乎任何事物的能力。", + "hexical.page.periwinkle.1": "我认为有一种生物能够$(o)嗅探$()出这种花。我可以对这些$(thing)嗅探兽$()施放前页的法术,让它们立刻低头挖出这种花。$(br2)对自由意志的扭曲有代价,需要消耗大约 3 个$(l:items/amethyst)$(item)充能紫水晶$()。这么做偶尔会产生无害的精神$(o)错误$();毕竟人无完人,在处理和意识一样复杂的事物时就更是这样了。", + "hexical.page.periwinkle.2": "挖掘的过程一定有魔法的参与:$(thing)嗅探兽$()能从所有方块里挖出$(item)长春花$(),无机物方块、甚至连来自其他现实位面的方块都可以。$(br2)我猜,这个法术并不只是“让”$(thing)嗅探兽$()挖出了花,而是$(o)构筑$()了花。法术从大脑中搜出有关$(item)长春花$()的记忆,再据找到的模板实际创造出花朵,$(thing)嗅探兽$()才能挖出来。而如果它能挖到,那$(l:patterns/spells/conjure_flora)我也可以$()。", + + "hexical.page.lei.summary": "成功复原几簇$(l:items/periwinkle)$(item)长春花$()之后,就能拿它们编$(item)花冠$()了!$(item)花冠$()的增益和$(l:items/lens)$(item)探知透镜$()比较像,只不过相比之下明显偏弱。", + "hexical.page.lei.description": "佩戴后,$(l:items/periwinkle)$(item)长春花$()的安神功效可防止我坠入疯狂。最明显的作用就是能阻止自然把我的生命抽去施放$(hex)咒术$()。$(br2)如果其他人没有穿戴头盔,就可为他们戴上$(item)花冠$()。$(hex)咒术师$()视之为表达亲昵和爱慕;这既是因为$(item)花冠$()具有防御功能,也是因为采长春花本身就需要费一番功夫。", + + "hexical.page.plushies.title": "玩偶", + "hexical.page.plushies.0": "古代的$(hex)咒术师$()还制造了这些好看的$(item)玩偶$()!它们的外形和我在$(hex)咒法学$()中遇到的图案很相似。不太清楚它们有没有实际作用,但它们确实是不错的收藏品。$(br2)偶来拜访的流浪商人可能会在旅途中捡到一两个。", + "hexical.page.plushies.hexxy": "看着有些呆。放在物品栏里时总给我种焦虑感。", + "hexical.page.plushies.thothy": "好像在睡觉。带着它的时候会有种奇特的确定感,就好像它在守护我一样。", + "hexical.page.plushies.irissy": "不管放在哪里都像在盯着我。伟大的 Irissy 啊,你曾见过何物?", + "hexical.page.plushies.quadxxy": "可能是手不够巧的人做的。拼都拼不进六边形网格啊!", + "hexical.page.plushies.pentxxy": "……这些玩意会不会是故意做成这样的。", + "hexical.page.plushies.flexxy": "这个玩偶的$(o)细节$()处理好到吓人。Flexxy 肯定是很多人的偶像,不然怎么会有人花这么大力气做它的造像呢。", + + "hexical.page.wooleyed_potion.title": "毡障药水", + "hexical.page.wooleyed_potion.0": "这些$(item)药水$()能让我遗忘$(hex)咒法学$()的部分骇人知识。基础效力的药水能阻止我用生命交换$(media)媒质$(),很适合防止一个小小的计算失误造成严重后果。效力更强的药水会阻断所有卓越法术,大概可以用作攻击性武器。$(br2)$(o)未曾有人见过。$()", + "hexical.page.wooleyed_potion.header": "毡障药水", + "hexical.page.wooleyed_potion.1": "将$(l:items/periwinkle)$(item)长春花$()酿造入$(item)粗制的药水$()即可获得这种药水。$(item)荧石粉$()和$(item)红石粉$()依然具有强化和延时功效,和大多数药水一样。", + + "hexical.page.curios.title": "饰品", + "hexical.page.curios.0": "$(item)饰品$()是一类装饰性物品,可在$(item)切石机$()中磨削$(l:items/amethyst)$(item)充能紫水晶$()制造。$(br2)它们和$(l:patterns/great_spells/charm#hexical:charm)$(action)咒符$()法术有特殊交互功能;且在施加咒符后,无论是$(l:patterns/great_spells/charm#hexical:discharm)$(action)解除咒符$()法术还是咒符的$(media)媒质$()耗尽,一旦咒符消散,咒符附着的$(item)饰品$()即会破碎。", + "hexical.page.curio_bismuth.summary": "形状来源于一种叫$(o)铋$()的矿物,传言中它能形成这种几何形状式的构造。我目前还没发现过铋,但我可以复刻出它在传言中的外形。$(br2)我不相信这种形状能自然形成,但自然总是喜欢给我来个惊喜。", + "hexical.page.curio_clover.summary": "一株四叶草,其形状源自通常用来代表好运的象征符。我不清楚为什么 4 这个数能让自然赋予持有者好运,要真有这么个数那也该是 6,但我依然忠实保留了它的外观。假如四叶草是拿晶体雕刻出来的,那它还能和这种迷信一样,带来好运吗?", + "hexical.page.curio_compass.summary": "一块$(item)指南针$()。如果$(l:patterns/great_spells/charm)$(action)咒符$()$(hex)咒术$()在栈顶留下了一个向量,那么它的指针就会指向向量对应的位置。$(br2)它甚至能在空间规律混乱的地方运作,普通的$(item)指南针$()做不到这一点。$(l:patterns/readwrite)读取$()它会返回一个单位向量。", + "hexical.page.curio_conch.summary": "一枚纹理细密的贝壳。把它放在耳边,就能听见环境$(media)媒质$()的声音;听上去像是海滩边的海浪声。$(br2)我目前还没溺亡在其中,也许只是因为我没有想得太多。就像是在蜂蜜里游泳一样。", + "hexical.page.curio_cube.summary": "无趣、却很经典的简单方块。我居住的世界全是方块,不造个方块说不过去。", + "hexical.page.curio_flute.summary": "一件乐器。向上或向下看时使用即可吹奏。$(br2)如果$(l:patterns/great_spells/charm)$(action)咒符$()$(hex)咒术$()在栈顶留下了一个数,那么它就会在使用后弹奏一个音符;和$(l:patterns/spells/basic#hexcasting:beep)$(action)弹奏音符$()以该数为第二参数模拟长笛音色一致。", + "hexical.page.curio_handbell.summary": "古色古香的小手铃,摇动时能发出两声叮铃声。其上刻有某位神祇的符印。$(br2)自古以来,铃铛和钟——比如手铃——就被用于呼唤帮助和召来帮手。对其施加$(l:patterns/great_spells/charm)咒符$()后即可召唤我自己的帮手。", + "hexical.page.curio_heart.summary": "古代的$(hex)咒术师$()通常会用这种形状的$(item)饰品$()互相表达爱意和崇敬之情。$(br2)我能感受到它在我手中轻微跳动,即便它是用没有生命的晶体制成的……也许是因为我脑海中认为它应该在跳动。", + "hexical.page.curio_interlock.summary": "一对圆环;我专门把它们加工成相互独立又相互连接的样子,不破坏其中一个就无法让两者分离。$(br2)要触发它的咒符,应当抓住两个圆环然后猛地拉开,让两者相互碰撞。", + "hexical.page.curio_key.summary": "不那么忠实的钥匙仿制品。我见过的所有锁它都插不进去,而且它上面根本没有能拿来开锁的结构。$(br2)也许我要自己发明出适配这把钥匙的锁,而不是拿钥匙去找锁。", + "hexical.page.curio_staff.summary": "做工精细的法杖,居然用一块晶体就做成了。可惜的是我没法像用普通$(l:items/staff)$(item)法杖$()一样挥舞它。施加$(l:patterns/great_spells/charm)咒符$()后,它即能发出$(media)媒质$()的呼啸声。$(br2)不知道$(l:items/amethyst)$(item)紫水晶$()做成的$(l:items/staff)$(item)法杖$()会不会在施放$(hex)咒术$()时消耗掉自身。", + "hexical.page.curio_charm.summary": "切割成常见宝石形状的天然晶体,不知为何这么做就能大大提升其感知价值。$(br2)可惜,它的体积过大,而且$(l:items/amethyst)$(item)紫水晶$()本身不够透光,造不出我想象中那种流光溢彩的珠宝。大概完美也没那么有趣吧。", + "hexical.page.curio_strange.summary": "异形的$(item)护符饰品$(),加工过度,还加上了各种凸起。$(br2)奇怪的是,这些突出的棱、尖锐的凸起和凸角反倒让它比$(item)护符饰品$()还会偏转光线,还要光亮夺目了。", + "hexical.page.curio_beauty.summary": "致密的$(l:items/amethyst)$(item)紫水晶$()小珠子。我磨掉了原有晶体的大部分物质,然后不断压缩,直至压成一颗近乎完美的小球。$(br2)和构想一样,它的体积很小,但重量可不小。", + "hexical.page.curio_truth.summary": "这件$(item)饰品$()是$(item)宝珠饰品$()的反面,代表着真实的抽象概念;它更尖锐、层次更多,形如一滴眼泪。我采用了特殊的切割方法,可让它以特殊方式偏振光线;它的四个象限偏转光线的方式都互相有些许差异。", + "hexical.page.curio_up.summary": "向上的箭头。经过了特殊的切割加工,以让其平衡中心偏向下方。这样它就能自行转到指向上方了。$(br2)$(hex)咒术师$()通常会用这种形状来表达赞成。", + "hexical.page.curio_down.summary": "向下的箭头。切割方式稍有改动,以区分它和倒着拿的$(item)上箭头饰品$()。它偏转光线的方向稍有不同,且会自行指向下方。$(br2)$(hex)咒术师$()通常会用这种形状来表达反对。", + + "hexical.page.pedestal.title": "支座", + "hexical.page.pedestal.0": "$(item)支座$()可让物品安全地悬浮起来。它和$(item)物品展示框$()还有$(item)箱子$()不一样——我的$(hex)咒术$()仍可和物品交互,就好像物品还掉在地上一样。空$(item)支座$()会吸引物品,它和$(item)漏斗$()的交互也基本如我预期。甚至替换物品也行。", + "hexical.page.pedestal.1": "$(o)支座和所有狭小局促的空间一样——都和监狱差不多。$()", + + "hexical.category.lamp": "精灵神灯", + "hexical.page.lamps.0": "我曾听过有种居住着$(o)精灵$()的物品。根据我的研究,流浪商人——它们无法使用这种物件——会出售它。这种$(l:items/hexcasting)$(item)施法物品$()设计得非常精妙。可惜,它的制造细节和其中的实体早已无人知晓。$(br2)和$(l:items/hexcasting)$(item)缀品$()一样,它也能存储一条$(hex)咒术$(),且也只能使用自身储库中的$(media)媒质$()。不过,它的储库可以扩展——最多可达 10000 个$(l:items/amethyst)$(item)紫水晶粉$(),而且其中$(hex)咒术$()也可随意重写。", + "hexcasting.action.hexical:wish": "许愿", + "hexical.page.wish.summary": "向我副手中的精灵许愿,让其为我施放$(hex)咒术$(),并从我的物品栏中取出所给数个$(l:items/amethyst)$(item)紫水晶粉$()注入$(item)神灯$()。", + "hexical.page.lamps.1": "当然,把它和$(l:items/hexcasting)$(item)缀品$()对比,都像是在看不起它了。它$(o)$(l)每时每刻$()都在施法。按住触发开关后,迎面而来的是精巧而永不停歇的$(media)媒质$()流。神灯里的施法实体必然远远强于我——我只能估计出,在我放开触发开关之前,它每秒会施放$(o)二十次$()$(hex)咒术$()。$(br2)有趣的是,和其他施法方式不一样,这种装置只会产生极少量声音和粒子。这大概也证明了它真的极其高效。", + "hexcasting.action.hexical:get_lamp_position": "精灵之精思:空间型", + "hexical.page.get_lamp_position.summary": "将我开始使用$(item)神灯$()时的位置压入栈顶。", + "hexcasting.action.hexical:get_lamp_rotation": "精灵之精思:旋转型", + "hexical.page.get_lamp_rotation.summary": "将我开始使用$(item)神灯$()时的朝向压入栈顶。", + "hexcasting.action.hexical:get_lamp_velocity": "精灵之精思:运动型", + "hexical.page.get_lamp_velocity.summary": "将我开始使用$(item)神灯$()时的速度压入栈顶。", + "hexcasting.action.hexical:get_lamp_use_time": "精灵之精思:时间型", + "hexical.page.get_lamp_use_time.summary": "将$(item)神灯$()开始使用后经过的时间压入栈顶。该数除以 20 即为秒数。", + "hexcasting.action.hexical:get_lamp_media": "精灵之精思:媒质型", + "hexical.page.get_lamp_media.summary": "将$(item)神灯$()中剩余的$(media)媒质$()量压入栈顶,以紫水晶粉计。", + "hexcasting.action.hexical:set_lamp_storage": "精灵之策略", + "hexical.page.get_lamp_storage.summary": "请求精灵为我记忆一个 iota。奇特的是,这个图案不会招致“违犯他人”事故,也许是因为使用$(item)神灯$()时需要我维持注意力集中吧。", + "hexcasting.action.hexical:get_lamp_storage": "精灵之精思:记忆型", + "hexical.page.set_lamp_storage.summary": "取出手持式$(item)神灯$()内部存储的 iota 压入栈顶。先前若未进行保存,则返回 $(l:casting/influences)$(thing)Null$()。", + "hexcasting.action.hexical:lamp_finale": "终局之精思", + "hexical.page.lamp_finale.summary": "$(item)神灯$()施法结束时会额外施法一次。此图案可用于判断当前施法是否是这最后一次,并相应作出回应。", + "hexical.page.lamps.2": "这种变种的获取方法和$(l:items/lamps)$(item)手持式神灯$()类似,不过它更稀有,也更强大。我用它时花费的精力要少得多:许愿时只需抚摸它几次便会启动。只要我随身带着它,它就会一直用快到惊人的速度施法。精灵会在神灯落地时,或我再次抚摸时停止施法。它用到的图案和手持式神灯一致。", + + "hexical.page.pedestal_circles.title": "法术环中的支座", + "hexical.page.pedestal_circles.0": "$(l:items/pedestals)$(thing)支座$()有魔力!$(br2)如果其中存在$(l:patterns/readwrite#hexcasting:write)$(item)带有信息的物品$(),同时还有$(l:greatwork/spellcircles)$(thing)法术环$()的媒质波如穿过$(l:items/slate)$(item)石板$()一样流过,那么它就会把物品中的 iota 压入栈顶。如果$(l:items/pedestals)$(thing)支座$()恰好处于未闭合的$(l:patterns/patterns_as_iotas#hexcasting:open_paren)内省$()中,该 iota 便会出现在所创建的列表内。", + "hexical.page.pedestal_circles.1": "$(l:greatwork/spellcircles)$(item)促动石$()会将$(l:items/pedestals)$(item)支座$()$(l:patterns/spells/circle_spells#hexical:absorb_arm)用作$()法术环的$(o)另一只手$(),适用于$(l:patterns/spells/hexcasting)合成施法物品等法术$()、$(l:patterns/spells/hexcasting#hexcasting:recharge)$(action)重新充能$(),以及$(l:patterns/spells/hexcasting#hexcasting:erase)$(action)清除物品$()。$(br2)很适合用于自动为$(l:items/hexcasting)施法物品$()$(l:patterns/spells/hexcasting#hexcasting:recharge)充能$()。", + + "hexical.page.patterns.title": "图案操作", + "hexical.page.patterns.0": "我发现了一系列图案,主要用于在栈中操纵及构造$(l:patterns/patterns_as_iotas)图案$()。奇怪的是,这些图案也能构造出$(l:items/staff)$(item)法杖$()$(o)无法$()绘制的图案,好在自然应该不会为这些“非法”图案分配实际作用。", + "hexical.page.abs_pattern.summary": "返回所给图案的长度,网格中一画的长度计为 1。", + "hexcasting.action.hexical:congruent": "全等之馏化", + "hexical.page.congruent.summary": "检验两个图案的外形、笔顺、方向是否相同。", + "hexcasting.action.hexical:similar": "相似之馏化", + "hexical.page.similar.summary": "检验两个图案的外形是否相同,笔顺不考虑。", + "hexical.page.add_pattern.summary": "将两个图案前后相接。", + "hexical.page.sub_pattern.summary": "获取两图案起始角的逆时针差。", + "hexical.page.mul_pattern.summary": "将图案逆时针旋转所给数次。", + "hexical.page.div_pattern.summary": "将图案顺时针旋转所给数次。", + "hexcasting.action.hexical:serialize_pattern": "笔迹师之纯化", + "hexical.page.serialize_pattern.summary": "将图案转换为笔画列表。是$(l:patterns/pattern_manipulation#hexical:deserialize_pattern)$(action)书法师之纯化$()的逆法术。", + "hexcasting.action.hexical:deserialize_pattern": "书法师之纯化", + "hexical.page.deserialize_pattern.summary": "将数列表转换回图案,以供检视与运行。是$(l:patterns/pattern_manipulation#hexical:serialize_pattern)$(action)笔迹师之纯化$()的逆法术。", + "hexical.page.index_pattern.summary": "获取图案开始处的笔画,最多至第 n 个节点。", + "hexical.page.remove_pattern.summary": "获取图案结束处的笔画,取最后的所给数个节点。", + "hexcasting.action.hexical:shuffle_pattern": "图案制作师之馏化", + "hexical.page.shuffle_pattern.summary": "使用所给数打乱所给图案,返回同外形不同笔顺的图案。我找到的一些笔记中称古代的$(hex)咒术师$()会把这些图案用在某种$(o)庞大的图书馆$()中。", + + "hexical.page.grok.title": "意会感知", + "hexcasting.action.hexical:grok_get_stack": "意会感知之精思", + "hexical.page.grok_get_stack.summary": "将我$(l:items/staff)$(item)法杖$()中的栈返回为列表。代表其他$(hex)咒术师$()的 iota 会变成 $(l:casting/influences)$(thing)Null$()。", + "hexcasting.action.hexical:grok_set_stack": "意会感知之策略", + "hexical.page.grok_set_stack.summary": "将我的$(l:items/staff)$(item)法杖$()栈设置为所给列表。代表其他$(hex)咒术师$()的 iota 会变成 $(l:casting/influences)$(thing)Null$()。", + "hexcasting.action.hexical:grok_get_parenthesized": "意会感知之精思,第二型", + "hexical.page.grok_get_parenthesized.summary": "返回未闭合$(l:patterns/patterns_as_iotas#hexcasting:open_paren)内省$()中的列表。代表其他$(hex)咒术师$()的 iota 会变成 $(l:casting/influences)$(thing)Null$()。", + "hexcasting.action.hexical:grok_set_parenthesized": "意会感知之策略,第二型", + "hexical.page.grok_set_parenthesized.summary": "将未完成的构建列表设为所给列表。代表其他$(hex)咒术师$()的 iota 会变成 $(l:casting/influences)$(thing)Null$()。", + + "hexical.page.dda.title": "探洞", + "hexical.page.dda.0": "直线上有哪些方块?我思考了这个问题好几天。当然,可以往前进一段距离再判断哪些方块与线相交,但这个“一段距离”到底是多长?1 格?那样会略过斜向的方块,会错过东西。1/10 格吗?现在又过度检验了,而且$(o)还是$()会错过特定角度上的方块。我要是能——$(br2)地下的所有宝藏那可就尽在掌握了。", + "hexical.page.dda.1": "这个世界本身就是网格。连接任意两点的直线所经过方块的集合$(o)唯一确定$()。如果遍历网格,那也就不需要猜步长了。$(br2)在沿线搜索特定方块时,或检查两点间的事物时,精确的坐标并不重要——可以直接求得它们。我只需要知道经过了哪些方块,在哪些面上经过的,和根据射线在方块中位置动态调整步长的方法。", + "hexical.page.dda.2": "这个图案就是这个功能。给定射线的起点和方向,再给定一个数 n,它就会返回射线穿过的前 n 个方块,以及各方块的射线射入面的法向量。可以用它完美扫描直线。如果使用得当,还可以用它在两点间架桥。可以用它发明追踪流体、追踪地底空穴、追踪$(l:items/amethyst)$(item)$(o)紫水晶$()的射线。$(br2)线性代数万岁。", + "hexcasting.action.hexical:dda": "探洞之策略", + "hexical.page.dda.summary": "使用纯数学方法,推导出与射线相交的各方块的位置,以及射线相交时进入的面。", + + "hexical.page.telepathy.title": "心灵感应", + "hexical.page.telepathy.0": "$(media)媒质$()是思维的能量,因此可和思维发生反应。不幸但或许也算幸运之处,在于$(hex)咒术师$()的意识对$(hex)咒术$()的扭曲有极高的抗性,就连村民的意识都会反抗操纵。但有一个重要的例外:我自己的意识是对我的$(media)媒质$()开放的,我可以从中读取意图。", + "hexcasting.action.hexical:get_telepathy": "心灵感应之精思", + "hexical.page.get_telepathy.summary": "对某种影像保持注意力,就可通过此图案探测到注意力的强度。压入我按下$(thing)$(k:hexical.telepathy)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。", + "hexcasting.action.hexical:left_click": "进攻之精思", + "hexical.page.left_click.summary": "压入我按下$(thing)$(k:attack)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。", + "hexcasting.action.hexical:right_click": "操纵之精思", + "hexical.page.right_click.summary": "压入我按下$(thing)$(k:use)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。", + "hexcasting.action.hexical:moving_up": "突进之精思", + "hexical.page.moving_up.summary": "压入我按下$(thing)$(k:forward)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。", + "hexcasting.action.hexical:moving_down": "后撤之精思", + "hexical.page.moving_down.summary": "压入我按下$(thing)$(k:back)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。", + "hexcasting.action.hexical:moving_left": "左躲之精思", + "hexical.page.moving_left.summary": "压入我按下$(thing)$(k:left)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。很容易和右避之精思区分,因为左躲之精思名字里有个“左”。", + "hexcasting.action.hexical:moving_right": "右避之精思", + "hexical.page.moving_right.summary": "压入我按下$(thing)$(k:right)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。很容易和左躲之精思区分,因为右避之精思名字里有个“右”。", + "hexcasting.action.hexical:sneaking": "潜行之精思", + "hexical.page.sneaking.summary": "压入我按下$(thing)$(k:sneak)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。", + "hexcasting.action.hexical:sprinting": "奔逃之精思", + "hexical.page.sprinting.summary": "压入我按下$(thing)$(k:sprint)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。", + "hexcasting.action.hexical:jumping": "腾跃之精思", + "hexical.page.jumping.summary": "压入我按下$(thing)$(k:jump)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。", + "hexcasting.action.hexical:scroll": "滚动之精思", + "hexical.page.scroll.summary": "压入我在$(thing)心灵感应$()后滚轮滚动的量。", + "hexical.page.telepathy.1": "我错了。我能读取他人的意识。我认为,我之前无法探查他们的意识,是因为意识外有多层精神护盾和$(media)媒质$()。而如果要控制他们的躯体,就$(o)必须$()要将一部分思维转变为信号和$(o)我能读取$()的东西。可惜的是,我无法看见他们的$(thing)心灵感应$()和滚轮滚动,因为这两者仅存在于精神层面;但我熟悉的其他图案应该都可以。$(br2)它们均消耗大约 1/10 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexcasting.action.hexical:left_click_other": "进攻之纯化", + "hexical.page.left_click_other.summary": "压入该人按下$(thing)$(k:attack)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。", + "hexcasting.action.hexical:right_click_other": "操纵之纯化", + "hexical.page.right_click_other.summary": "压入该人按下$(thing)$(k:use)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。", + "hexcasting.action.hexical:moving_up_other": "突进之纯化", + "hexical.page.moving_up_other.summary": "压入该人按下$(thing)$(k:forward)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。", + "hexcasting.action.hexical:moving_down_other": "后撤之纯化", + "hexical.page.moving_down_other.summary": "压入该人按下$(thing)$(k:back)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。", + "hexcasting.action.hexical:moving_left_other": "左躲之纯化", + "hexical.page.moving_left_other.summary": "压入该人按下$(thing)$(k:left)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。很容易和右避之纯化区分,因为左躲之纯化名字里有个“左”。", + "hexcasting.action.hexical:moving_right_other": "右避之纯化", + "hexical.page.moving_right_other.summary": "压入该人按下$(thing)$(k:right)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。很容易和左躲之纯化区分,因为右避之纯化名字里有个“右”。", + "hexcasting.action.hexical:jumping_other": "腾跃之纯化", + "hexical.page.jumping_other.summary": "压入该人按下$(thing)$(k:jump)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。", + "hexcasting.action.hexical:sneaking_other": "潜行之纯化", + "hexical.page.sneaking_other.summary": "压入该人按下$(thing)$(k:sneak)$()键的时间,以 1/20 秒计,如果未按下则返回 -1。", + + "hexical.page.akashic_conveniences.title": "阿卡夏实用图案", + "hexical.page.akashic_conveniences.0": "阿卡夏图书馆正是为用$(media)媒质$()存储信息而建,深入研究后能发现更多便捷操作也就不足为奇。我可以对经过写入的$(l:greatwork/akashiclib)$(item)书架$()按下使用键或采用$(l:patterns/spells/prestidigitation)魔法交互$(),以将其中 iota 复制到栈中。也可手持$(l:items/scroll)$(item)卷轴$()按下使用键,以将其图案键复制到卷轴上。还有一系列图案能对影响范围内的$(l:greatwork/akashiclib)$(item)书架$()写入与读取,无需消耗$(media)媒质$()。", + "hexcasting.action.hexical:key_shelf": "图书管理员之纯化", + "hexical.page.key_shelf.summary": "读取$(l:greatwork/akashiclib)$(item)阿卡夏书架$()的键。", + "hexcasting.action.hexical:read_shelf": "图书管理员之纯化,第二型", + "hexical.page.read_shelf.summary": "读取$(l:greatwork/akashiclib)$(item)阿卡夏书架$()的 iota。", + "hexcasting.action.hexical:write_shelf": "图书管理员之策略", + "hexical.page.write_shelf.summary": "以图案键向$(l:greatwork/akashiclib)$(item)阿卡夏书架$()写入 iota。", + "hexcasting.action.hexical:clear_shelf": "图书管理员之策略,第二型", + "hexical.page.clear_shelf.summary": "清除给定的$(l:greatwork/akashiclib)$(item)阿卡夏书架$()。", + + "hexical.page.mage_block.title": "术师方块", + "hexical.page.mage_block.0": "$(l:patterns/spells/blockworks#hexcasting:conjure_block)$(action)构筑方块$()产生的方块会永久存在,清理它们就变得非常麻烦,而且这种方块的用处也不算大。好在自然提供了一种优雅灵活的替代方案。这些$(thing)术师方块$()带有一系列的$(o)改进$()。多个改进甚至能同时应用在一个方块上,且可使用$(l:items/lens)$(item)探知透镜$()查看改进项。", + "hexcasting.action.hexical:conjure_mage_block": "构筑术师方块", + "hexical.page.conjure_mage_block.summary": "在所给位置构筑一个$(thing)术师方块$()。消耗 3 个$(l:items/amethyst)$(item)紫水晶粉$()。$(br2)$(o)我可以凭空造出一座城市,也可令其沉没于火山熔岩之中。$()", + "hexcasting.action.hexical:reset_mage_block": "重置术师方块", + "hexical.page.reset_mage_block.summary": "移除$(thing)术师方块$()的所有改进。", + "hexcasting.action.hexical:modify_block_bouncy": "改进方块:弹性", + "hexical.page.modify_block_bouncy.summary": "让方块和$(thing)黏液块$()一样弹性十足。无论我是否潜行都会把我弹起来。很有趣!", + "hexcasting.action.hexical:modify_block_energized": "改进方块:激能", + "hexical.page.modify_block_energized.summary": "设置$(thing)术师方块$()所发出的红石信号的强度。", + "hexcasting.action.hexical:modify_block_ephemeral": "改进方块:消逝", + "hexical.page.modify_block_ephemeral.summary": "设置$(thing)术师方块$()在消失前能持续存在的时间。", + "hexcasting.action.hexical:modify_block_volatile": "改进方块:失稳", + "hexical.page.modify_block_volatile.summary": "破坏失稳的$(thing)术师方块$()会连带破坏与其相连的$(thing)术师方块$()。这种效果能逐块传播,一发即可破坏所有相连的失稳方块。", + + "hexical.page.rotation.title": "旋转", + "hexical.page.rotation.0": "旋转可由更改朝向的原地传送实现。视角的突然变化已经能造成强烈的晕眩感,再加上双脚离地后又着地,真是难以想象的晕。$(br2)正因此,自然厌恶实体旋转……或者说,只是因为实体旋转破坏了自然精心建构的某种图景。", + "hexcasting.action.hexical:rotate_block": "旋转方块", + "hexical.page.rotate_block.summary": "将方块旋转为朝向给定向量。需方块可旋转。消耗大约 1/8 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexcasting.action.hexical:rotate_entity": "旋转实体", + "hexical.page.rotate_entity.summary": "根据所给俯仰角和偏航角旋转实体,需以弧度为量度。", + "hexical.page.rotate_entity.description": "自然似乎不待见实体旋转。因此,相较于简单易懂的向量,自然要求你提供旋转弧度,再据此进行水平向和垂直向旋转。$(br2)此法术的消耗分了很多类别,而且也很奇怪。对自身施放时不消耗媒质,对其他实体则消耗大约 1/2 个$(l:items/amethyst)$(item)紫水晶粉$(),而人类周围的$(media)媒质$()气场则会把消耗抬到大约 1 个$(l:items/amethyst)$(item)充能紫水晶$()。", + + "hexical.page.autographs.title": "亲笔签名", + "hexical.page.autographs.0": "只要精细操纵$(media)媒质$(),就可将我的签名以魔法方式$(o)蚀刻$()到物品上去!此类法术必须通过$(l:items/staff)$(item)法杖$()施法,以作强烈意图之证明。$(br2)被签名的物品会用流光溢彩的$(l:items/pigments)$(item)染色剂$()显示各位署名人的名字。$(br2)$(o)“我没说过这句话。”——鲁迅$()", + "hexcasting.action.hexical:autograph": "签名", + "hexical.page.autograph.summary": "为副手中的物品永久签上我的名字,以我的$(l:items/pigments)$(item)染色剂$()为颜色。对我已签过名的物品再次签名,会将我的签名移至首位。", + "hexical.page.autographs.1": "因为签名的刻印极深,$(l:patterns/spells/hexcasting#hexcasting:erase)$(action)清除物品$()无法去除签名,而是需要专用的法术来抹除。$(br2)不过,能完成这项任务的法术本身就可以清空$(l:items/focus)$(item)核心$()的内容物,以及$(l:items/hexcasting)$(item)施法物品$()的$(hex)咒术$()和$(media)媒质$()。也许这也算是长处:我的$(hex)咒法学$()赠礼若带有我的亲笔签名,就表明没人做过手脚。", + "hexcasting.action.hexical:unautograph": "撤回签名", + "hexical.page.unautograph.summary": "更暴力的$(l:patterns/spells/hexcasting#hexcasting:erase)$(action)清除物品$(),甚至能抹掉签名。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉$(),与$(l:patterns/spells/hexcasting#hexcasting:erase)$(action)清除物品$()类似。", + "hexcasting.action.hexical:has_autograph": "验证器之馏化", + "hexical.page.has_autograph.summary": "检验该人是否为所给物品组签过名。", + + "hexical.page.dyes.title": "染料", + "hexical.page.dyes.0": "染色法术和专用的 iota 可以用来改变方块和实体的颜色。染料 iota 代表一种颜色,也似乎同时象征着染色的$(o)可能性$()。例如,尝试获取草丛的染料会返回 $(l:casting/influences)$(thing)Null$(),但获取未染色陶瓦的染料会返回 $(thing)uncolored$() / $(thing)无色$(),这种染料能够“漂白”可染色方块。", + "hexcasting.action.hexical:get_dye": "色彩之纯化", + "hexical.page.get_dye.summary": "获取方块、实体、方块标识、物品标识的染料。", + "hexcasting.action.hexical:dye": "染色", + "hexical.page.dye.summary": "为可染色的方块或实体染色。消耗大约 1/8 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexcasting.action.hexical:translate_dye": "视色之纯化", + "hexical.page.translate_dye.summary": "将染料的颜色转换为向量,各分量对应红、绿、蓝,取值范围为 0 到 1。", + + "hexical.page.pigments.title": "染色剂操纵", + "hexical.page.pigments.0": "和通过$(hex)咒法学$()操纵$(l:patterns/spells/dyeing)染料$()一样,染色剂也可操纵。比如说,我甚至能存储多个染色剂,再让$(hex)咒术$()随机挑选一个给我。", + "hexcasting.action.hexical:to_pigment": "染色剂之纯化", + "hexical.page.to_pigment.summary": "接受一个有色染料 iota,并转换为染色剂;接受一个人类并返回其染色剂;或是接受一个内含染色剂的物品,并返回其染色剂。", + "hexcasting.action.hexical:sample_pigment": "染色剂之提整", + "hexical.page.sample_pigment.summary": "在给定位置和时间获取染色剂颜色,返回为向量,各分量对应红、绿、蓝,取值范围为 0 到 1。", + "hexcasting.action.hexical:take_on_pigment": "内化染色剂,第二型", + "hexical.page.take_on_pigment.summary": "接受一个染色剂 iota 并内化它。", + + "hexical.page.mage_hand.title": "法师之手", + "hexical.page.mage_hand.description": "非常有用的法术,能和人一样与世界交互,甚至具备使用物品的能力,也可被与人无绑定关系的机械施放。它还可接受一个布尔值,代表是否潜行使用物品,可能会改变特定物品的交互效果。$(br2)$(o)一只漂浮的幽灵手出现在施法距离内你指定的一点。$()", + "hexcasting.action.hexical:mage_hand": "法师之手", + "hexical.page.mage_hand.summary": "可选接受一个物品实体,从给定的位置和朝向出发,以魔法方式使用该物品。也接受代表是否潜行使用的布尔值。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉$()。", + + "hexical.page.mage_mouth.title": "法师之口", + "hexical.page.mage_mouth.description": "$(l:patterns/spells/mage_hand)$(action)法师之手$()的奇异同类。它可让我瞬间食用所给物品实体,无论原本需要花多长时间才能吃下,无论它有无冷却,无论我有无忌口,也无论我是否已经吃饱。$(br2)$(o)药食同源。$()", + "hexcasting.action.hexical:mage_mouth": "法师之口", + "hexical.page.mage_mouth.summary": "让我吃下物品,填饱我的肚子,或是给予我药水效果。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉$(),若物品无法食用则招致事故。", + + "hexcasting.action.hexical:magic_missile": "魔法飞弹", + "hexical.page.magic_missile.summary": "构筑一小片紫水晶,对命中目标固定造成 1 颗心的伤害,同时强令目标退后。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.magic_missile.0": "弹射物有几项特别的性质。它在存在大约 10 秒后会自动消失,击中实体或方块后会碎裂。它会穿过所有形式的盔甲和保护,也不受重力和水的影响。$(br2)$(o)晶莹闪亮的弹射物,不算很强,但非常迷人……$()", + "hexical.page.magic_missile.1": "第一个向量是构筑的位置,其性质相当奇妙:怪不得大多数$(hex)咒术师$()都只选择在面前构筑它们。这一参数以我的头部位置为原点,我$(l:patterns/basics#hexcasting:get_entity_look)$(action)面朝的方向$()是 Z 轴正向,$(l:patterns/scrying/entities#hexpose:theodolite)$(action)头顶向上的方向$()是 Y 轴正向,头部向右的方向是 X 轴正向。平常使用时,零向量对应在我的头颅内部构筑,形如 (0, 0, n) 的向量则会在我面前 n 格处构筑。", + "hexical.page.magic_missile.2": "第二个向量是速率。它好在比第一参数简单不少——就是简单的偏移向量,与$(l:patterns/spells/basic#hexcasting:add_motion)$(action)驱动$()接受的向量类似。而与$(l:patterns/spells/basic#hexcasting:add_motion)$(action)驱动$()不同的是,本法术的向量没有模长限制,也不会因模长增加而增大消耗。$(br2)$(item)魔法飞弹$()与$(item)箭$()的不同之处在于,前者不会因为飞行速度快而造成更多伤害。飞弹还会产生一种奇怪的击退效果,无视实体的质量和弹射物的速度。", + + "hexcasting.action.hexical:prestidigitation": "戏法", + "hexical.page.prestidigitation.0": "此法术的效果并不单一固定,而是由许多不同的简单效果组成。它能与许多方块和实体交互,我也一直在发现它们的新用途。$(br2)文献中只将其简单描述为“施魔法”;按经验来看,只要是巫师能通过念力轻易实现的效果,这则法术都可复刻。", + "hexical.page.prestidigitation.summary": "产生一类小型魔法效果,这种效果与目标的性质和功能基本一致。消耗大约 1/10 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.prestidigitation.1": "我在此整理了一份此法术的功效列表,不保证完备:打开或关闭各种材质的栅栏门、活板门、门;拨动拉杆,按压按钮;压下或松开压力板;熄灭各类火;点燃或熄灭蜡烛、蛋糕上的蜡烛、营火;在可引燃灵魂火的方块上点火;敲钟;为木材去皮;雕刻南瓜;使音符盒发出声音;将泥巴烤干为黏土;打开或关闭红石灯;", + "hexical.page.prestidigitation.2": "触发发射器和投掷器;将大部分土壤方块变为土径,将土径变为耕地;消耗炼药锅的内容物;更改红石中继器、红石比较器、阳光探测器的状态;触发或解除 TNT 和苦力怕的爆炸;为绵羊剪毛;装上或卸下盔甲架的手臂;使得鱿鱼喷墨;使得熊猫打喷嚏;去除雪傀儡的头套;令河豚膨胀;从蜂巢和蜂箱中取出蜜脾;", + "hexical.page.prestidigitation.3": "干燥或打湿海绵;改变蘑菇的颜色;向多种熔炉加入约 5 秒的燃料;改变蛙明灯的种类;以及触发某种$(hex)咒法学$()的“宏伟之作”。", + + "hexical.page.toasting.title": "弹窗", + "hexical.page.toasting.0": "$(l:patterns/telepathy)心灵感应$()虽然更侧重于读取思维,但也不是没法$(o)诱发$()思维。我在本章内记录了相关法术。$(br2)好在,到目前为止,这些法术都还无法让我说出不想说的话,或是做出不想做的事,但我也不能就此放下心防。", + "hexical.page.toasting.1": "本章法术会将思维$(o)推送$()到我自己或他人的脑海中。$(media)媒质$()本身是思维的能量,$(hex)咒法学$()要做不到这件事那才叫怪,不过想到我的思维和意识都如此易受操纵,就让我非常不安。$(br2)$(o)不知周之梦为胡蝶与,胡蝶之梦为周与?$()", + "hexcasting.action.hexical:send_telepathy": "传递思维", + "hexical.page.send_telepathy.summary": "将 iota 暂时显示在快捷栏上方。如果持续施放,则每次施放都会立刻覆盖上一次的结果。", + "hexcasting.action.hexical:shout_telepathy": "喊出思维", + "hexical.page.shout_telepathy.summary": "在屏幕中央闪出 iota。iota 的消散需要时间,因此它无法和传递思维那样频繁施放。", + "hexcasting.action.hexical:toast": "弹窗", + "hexical.page.toast.summary": "向目标的意识发出一条不算紧急但极其具体的思维。向我自己发送时无需消耗$(media)媒质$();否则消耗大约 1 个$(l:items/amethyst)$(item)紫水晶碎片$()。", + "hexical.page.toast.description": "可向这则法术指定目标对象,也许是因为它诱发的思维和噪音其实没什么区别。$(br2)然后,它需接受两个 iota;我能想到的最好描述是,它们对应思维的“标题”和“描述”,当然可能还是有些抽象。接收者无法取出这两个 iota。最后,它还会接受一个物品组,对应目标会同时想到的物品。", + + "hexical.page.wristpocket.title": "魔袋", + "hexical.page.wristpocket.0": "让物品消失,再让物品回来的普通魔术把戏现在已易如反掌。这些物品藏在了$(o)魔袋$()之中,可用$(media)媒质$()操控。藏入魔袋的物品在我死后依然保留,只要能施法就能取回。$(br2)$(o)因为就让事物消失是不够的;你还要把它变回来。$()", + "hexcasting.action.hexical:wristpocket": "藏入魔袋", + "hexical.page.wristpocket.summary": "此法术会令另一只手中的物品组消失;也可重新让其出现,如果手中已经持有物品则会交换。消耗大约 1/8 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexcasting.action.hexical:wristpocket_item": "魔袋之精思", + "hexical.page.wristpocket_item.summary": "返回魔袋中的物品,如果魔袋为空则返回 $(l:casting/influences)$(thing)Null$()。", + "hexical.page.wristpocket.1": "虽然物品已经消失,而且是消失到几乎无法被探测,魔袋中物品的某些功能依然能够运作。$(br2)我听说某些$(item)图腾$()可在魔袋内运作。魔袋中的$(l:items/phials)$(item)媒质之瓶$()也仍能为$(hex)咒术$()提供媒质。", + "hexcasting.action.hexical:sleight": "花招", + "hexical.page.sleight.summary": "表演一次魔法花招,将物品偷来放入魔袋,或是将魔袋中的物品扔出来。消耗大约 1/4 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.sleight.description": "传入向量时:将魔袋中的物品投放到对应位置。传入物品实体时:若魔袋为空,将其放入魔袋;若不为空,交换魔袋内容物和所给物品。$(br2)$(o)使用手法时如果不能将视线一直保持在观众身上,那最好还是再去练练。$()", + + "hexical.page.amber_seal.title": "琥珀封印", + "hexical.page.amber_seal.0": "在大多数情况下,我都无法简单抬起$(item)箱子$()到处搬;箱子的内容物会掉得到处都是。好在,有个法术能帮上忙。这则法术的灵感来自于名为“琥珀”的奇怪材料,能将某个瞬间保存千万年;它会用紫水晶外壳包住方块,将其与外部世界隔绝开来。", + "hexical.page.amber_seal.1": "封住的方块有两个主要性质。其一是它们会静滞在封印的那一刻。$(item)熔炉$()会一直保持在燃烧状态,但其中的物品不会被烧炼。$(br2)其二,但也更有用的性质,是我可以空手破坏它们,而不会弄乱其中内容物。把它们放在其他地方再拆开封印,便不会有物品散落,且大多数方块都会表现得和搬动前完全一致。", + "hexcasting.action.hexical:amber_seal": "琥珀封印", + "hexical.page.amber_seal.summary": "以紫水晶封印所给位置处的方块。消耗大约 1 个$(l:items/amethyst)$(item)充能紫水晶$()。", + + "hexical.page.projectiles.title": "弹射物", + "hexical.page.projectiles.0": "虽然直接用纯净的$(media)媒质$()构筑弹射物贵到发指,自然还是为部分弹射物提供了相较便宜些的法术。$(br2)这些法术会将构筑的实体压入栈顶,此后必须手动向某方向$(l:patterns/spells/basic#hexcasting:add_motion)$(action)驱动$()它们。$(br2)$(o)值此困境,你想要枚上好的蛋吗?$()", + "hexcasting.action.hexical:egg": "构筑蛋", + "hexical.page.egg.summary": "构筑一枚蛋。可能可以孵出小鸡。消耗大约 2 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexcasting.action.hexical:llama_spit": "构筑唾沫", + "hexical.page.llama_spit.summary": "构筑一个能造成少量伤害的黏性弹射物。消耗大约 1/4 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexcasting.action.hexical:snowball": "构筑雪球", + "hexical.page.snowball.summary": "构筑一个不会造成伤害的雪球。消耗大约 1/2 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexcasting.action.hexical:ghast_fireball": "构筑火球", + "hexical.page.ghast_fireball.summary": "构筑一个易爆的火球,$(o)敲击可发射$()。消耗大约 3 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.projectiles.1": "还有其他法术也可以构筑弹射物;但它们太过复杂,超出了此章范畴。它们在对应的专论章节内。$(br2)$(l:patterns/spells/magic_missile#hexical:magic_missile)$(action)魔法飞弹$()是一类快捷多用的标准紫水晶矛,可使用任意速度发射。$(br2)还可在战斗中$(l:patterns/spells/pyrotechnics)善用烟花$()。$(br2)此外,还有$(l:patterns/spells/block_mimicry#hexical:dispense)$(action)一个法术$()能够发射药水和箭。", + + "hexical.page.flora.title": "构筑植物", + "hexcasting.action.hexical:conjure_flora": "构筑植物", + "hexical.page.conjure_flora.summary": "在给定位置构筑一株花,品种任选。消耗随品种不同而变。", + "hexical.page.conjure_flora.description": "目标位置下方方块必须具有平坦的顶面,通常情况下不能支持对应植物也没有关系。如果不可支持,那么无论多轻微的动作都会让花朵掉落。如果花卉品种允许,法术还会优先尝试填充花盆。$(br2)$(o)有个傻瓜会称赞我收集的魔法。仅此而已。$()", + "hexical.page.conjure_flora.0": "后页记录了目前我发现的所有可构筑植物,包括它们的品种、消耗,还附有一小段描述(可能是有用的笔记,有趣的细节,或只是几句有意思的话)。$(br2)某些可叠放的花朵,比如$(item)粉红色花簇$()和$(item)长春花$(),可以施放多次以叠放多簇。", + "hexical.page.flora.pink_petals": "这个品种的消耗明显少于其他大多数植物,也许自然只是考虑到这种植物可能需要构筑很多株,而破天荒地发了善心。", + "hexical.page.flora.grass": "生长于平原和森林,很难拔光。绵羊吃下它们后会重新长出$(item)羊毛$(),或只是加快生长。会掉落$(item)小麦种子$(),用$(item)剪刀$()破坏会掉落其自身。", + "hexical.page.flora.tall_grass": "$(item)矮草丛$()的高大版本。会掉落$(item)小麦种子$(),用$(item)剪刀$()破坏会掉落两株$(item)矮草丛$()。", + "hexical.page.flora.fern": "有叶的植物,只出现在丛林和各种针叶林生物群系中,在几乎所有方面上都和$(item)矮草丛$()一致。", + "hexical.page.flora.large_fern": "$(item)蕨$()的高大版本。和$(item)蕨$()的生长范围一致。和$(item)高草丛$()功能一致。", + "hexical.page.flora.nether_sprouts": "小型的青色菌类,大量生长于下界诡异森林地表。神奇的是,它没有绯红变种。", + "hexical.page.flora.seagrass": "它会在洋流中轻柔地舞动。需要$(item)剪刀$()才可获取。对试图流入其所处位置的$(item)熔岩$()有着超乎寻常的抵抗力,可用于繁殖、催熟、吸引海龟。它还能产生水源方块,很适合用于搭建电梯。", + "hexical.page.flora.dandelion": "可食用,营养出奇地丰富。磨碎后可制成$(item)黄色染料$(),加入$(item)谜之炖菜$()后食用会产生饱腹感。", + "hexical.page.flora.poppy": "花粉有镇静作用,有致幻性。在虞美人丛里被迷晕不算什么意料之外的事,但把它放入炖菜只会给予弱效的夜视。可以磨成$(item)红色染料$()。", + "hexical.page.flora.blue_orchid": "我的研究表明,自然界中不存在蓝色的兰花,不过我真的就遇到了这么一株。我认为应该是有人给它们注入了染料,然后自然也做到了。可以磨成$(item)淡蓝色染料$(),放入$(item)谜之炖菜$()后食用会产生饱腹感。", + "hexical.page.flora.allium": "曾被认为可以抵御邪恶和伤害,同类的洋葱和大蒜尤甚。可以磨成$(item)品红色染料$(),放入$(item)谜之炖菜$()后食用可抵御火焰。", + "hexical.page.flora.azure_bluet": "较为矮小,很容易忽略。可以磨成$(item)淡灰色染料$()。放入$(item)谜之炖菜$()也相应会导致失明。$(br2)$(o)一日盲炖菜。$()", + "hexical.page.flora.red_tulip": "鲜红色花朵,可以磨成$(item)红色染料$(),或放入$(item)谜之炖菜$()致使食用者虚弱。", + "hexical.page.flora.pink_tulip": "淡粉红色花朵,可以磨成$(item)粉红色染料$(),或放入$(item)谜之炖菜$()致使食用者虚弱。", + "hexical.page.flora.orange_tulip": "暖橙色花朵,可以磨成$(item)橙色染料$(),或放入$(item)谜之炖菜$()致使食用者虚弱。", + "hexical.page.flora.white_tulip": "白中稍带杂色的花朵,可以磨成$(item)淡灰色染料$(),或放入$(item)谜之炖菜$()致使食用者虚弱。", + "hexical.page.flora.oxeye_daisy": "历史上用作疗伤草药,因此放入$(item)谜之炖菜$()后可以增强自然恢复效果。可以磨成$(item)淡灰色染料$()。", + "hexical.page.flora.cornflower": "被认为与生命力有关,民间传统上会用它当作兴奋剂。可以磨成$(item)蓝色染料$(),放入$(item)谜之炖菜$()后会在跳跃时额外增加些动力。", + "hexical.page.flora.lily_of_the_valley": "有剧毒的花朵。可以磨成优秀的淡$(item)白色染料$(),放入$(item)谜之炖菜$()后则能将其毒性释放出来。", + "hexical.page.flora.sunflower": "会随太阳转动花盘,无论怎么摆都会面朝太阳。可以磨碎制成$(item)黄色染料$()。", + "hexical.page.flora.rose_bush": "两格高的多刺花丛。单株花和$(item)虞美人$()很像,不过玫瑰似乎无法单独存在。可以磨成$(item)红色染料$()。", + "hexical.page.flora.peony": "两格高的淡紫色花朵。它怪在磨碎后产出的是$(item)粉红色染料$(),而非想象中的紫色或者品红色。也许是光照导致的。", + "hexical.page.flora.lilac": "高大的开花灌木,花朵的颜色是柔和的紫色。可以磨成$(item)品红色染料$()。", + "hexical.page.flora.kelp": "生长于海床。可以干制成$(item)干海带$(),制作不难,但吃起来没什么意思,也不太能产生饱腹感,不过食用的速度相当快。", + "hexical.page.flora.red_mushroom": "经典的红白斑点蘑菇。是$(item)蘑菇煲$()、$(item)兔肉煲$()、$(item)谜之炖菜$()的原料。具有$(o)强烈$()的致幻性。可以用$(item)骨粉$()催长成巨型蘑菇。", + "hexical.page.flora.brown_mushroom": "两种蘑菇里不算显眼的那种,可以在各种煲和炖菜中替代红色蘑菇,还可用于制造$(item)发酵蛛眼$()——很有用的药性反转原料。可以用$(item)骨粉$()催长成巨型蘑菇。", + "hexical.page.flora.crimson_fungus": "疣猪兽很喜欢它的味道,可以用来繁殖疣猪兽,但不能用来安抚它们。可以用$(item)骨粉$()催长成巨型菌类。", + "hexical.page.flora.warped_fungus": "疣猪兽很讨厌它的味道,会尽一切可能远离它。不过把它放在钓竿上可以用来指引炽足兽,甚至能用来繁殖炽足兽。可以用$(item)骨粉$()催长成巨型菌类。", + "hexical.page.flora.crimson_roots": "出现在绯红森林的红色卷须。只有装饰功能。", + "hexical.page.flora.warped_roots": "出现在诡异森林的青色菌索。只有装饰功能。", + "hexical.page.flora.sea_pickle": "会在水下发出淡绿色荧光的群体生物。可以烧炼成$(item)黄绿色染料$()。其实不是泡菜。", + "hexical.page.flora.small_dripleaf": "小型的水生植物,在长大后会变得非常有意思。", + "hexical.page.flora.big_dripleaf": "宽大的叶片,有东西站在上面会令其缓缓倾斜,最终失去支撑能力。不知怎的甚至能用$(item)红石$()控制。", + "hexical.page.flora.dead_bush": "脆弱的干枯枝条,不知为何这条法术能够构筑它。可用于产出$(item)木棍$(),从而成为意料之外的有用构筑对象。", + "hexical.page.flora.nether_wart": "只要想酿造有实际作用的药水,就必须用到这种原料,虽然用其他基材酿造药水也可以。只会生长在$(item)灵魂沙$()上,有轻微的成瘾性。", + "hexical.page.flora.periwinkle": "淡紫色的花朵,会在地上成簇生长,和$(item)粉红色花簇$()类似。有安神效果,虽然这种花朵已经灭绝很久了。这种花在$(hex)咒术师$()看来具有重要文化意义。", + "hexical.page.flora.torchflower": "灭绝了很久的花朵。加入$(item)谜之炖菜$()后产生的效果和$(item)虞美人$()类似。可以磨成$(item)橙色染料$()。", + "hexical.page.flora.pitcher_plant": "肉食性开花植物,同样灭绝了很久。可以磨成$(item)青色染料$()。", + "hexical.page.flora.bamboo": "生长速度远超其他植物,熊猫很喜欢它。可用作脚手架和燃料。", + "hexical.page.flora.acacia_sapling": "会长成热带草原中的金合欢树,树冠呈平面状,很有特色。其木材呈暖橙色。", + "hexical.page.flora.birch_sapling": "会长成白色的树木,树皮上的黑色斑块很像眼睛,容易惹人不适。我总觉得树后面有东西在盯着我。它不会分出大量枝条。$(br)$(o)白桦之内的视线。$()", + "hexical.page.flora.cherry_sapling": "会长成柔和可爱的粉红色树木,长成后会不断飘落美丽的花瓣。", + "hexical.page.flora.dark_oak_sapling": "必须按 2x2 种植才会生长。能产出色泽浓郁的深黑木材,产出速率快于大多数其他树种。这种树还有概率产出$(item)苹果$()。", + "hexical.page.flora.jungle_sapling": "倘若空间足够,按 2x2 种植后会长成庞大的丛林树;单独种植也能长成较小的丛林树。", + "hexical.page.flora.oak_sapling": "最常见的树种。有概率产出$(item)苹果$()。", + "hexical.page.flora.spruce_sapling": "会长成高大深色的针叶树,不怎么分出枝条,通常出现于寒冷的生物群系,也很适应那里的环境。按 2x2 种植会长成极其巨大的大型云杉。生长时会在根部散播$(item)灰化土$()。", + "hexical.page.flora.mangrove_propagule": "悬垂于红树树冠,可以直接放在水中。树木本身的根系非常发达,能产出鲜艳的红色木材。有概率在长成时形成住满蜜蜂的$(item)蜂巢$()。", + "hexical.page.flora.sugar_cane": "会在水边生长成高挑的茎秆。它是制$(item)纸$()和制$(item)糖$()的关键原料,也正因此,每一张$(item)地图$()和每一本$(item)书$()中都有它们的参与。", + "hexical.page.flora.wither_rose": "凋灵会在击杀生物时种下它。触碰会造成凋零,可以磨成$(item)黑色染料$()。加入$(item)谜之炖菜$()后会继续造成凋零,不算太意外。", + "hexical.page.flora.cactus": "会不断伤害触碰到它的生物,且能摧毁掉到其上的物品。可以烧炼成$(item)绿色染料$()。", + + "hexical.page.hexical_spells.title": "Hexical:法术", + "hexcasting.action.hexical:confetti": "彩花", + "hexical.page.confetti.summary": "在给定位置以给定方向、速率、速度制造一阵类似$(l:patterns/spells/pyrotechnics)烟花$()的响声及一簇色彩鲜艳的粒子。消耗极少量$(media)媒质$()。", + "hexical.page.confetti.description": "这些粒子不会造成伤害,且在触地前会四处飘动。第一个向量控制位置。第二个参数控制方向;若传入数,则表示向所有方向爆炸的速度;若传入向量,则会令粒子偏向该方向。数的绝对值和向量的模长均不可超过 2。$(br2)$(o)剩下的不过是些彩花。$()", + "hexcasting.action.hexical:vibration": "振动", + "hexical.page.vibration.summary": "产生一道可视的振动波,其会从一个位置向量处到一个实体或另一个位置向量处飞行,总计所给数秒。消耗极少量$(media)媒质$()。", + "hexical.page.vibration.description": "这种效果和$(item)幽匿感测体$()产生的振动看上去很相似,但实质上完全不同。前者只是视觉效果。$(br2)飞行时间可为 0 秒到 10 秒间任选。$(br2)$(o)如果森林里有棵树倒了,但附近没人听见,那它还算是发出了声音吗?$()", + "hexcasting.action.hexical:sparkle": "烁星", + "hexical.page.sparkle.summary": "在给定位置以给定颜色和持续时间制造一颗闪光的小粒子。消耗极少量$(media)媒质$()。", + "hexical.page.sparkle.description": "第一个向量控制位置,第二个控制颜色。第二向量各分量应为 0 到 1 的数,分别对应红、绿、蓝三色。最后的数代表烁星应存在多少个 1/20 秒,最多可存在 5 秒。$(br2)$(o)闪光的不一定是金子。$()", + "hexcasting.action.hexical:jailbreak": "破解设备", + "hexical.page.jailbreak.summary": "破解副手中未经编程的$(l:items/hexcasting)$(item)施法物品$()或$(l:items/curios)$(item)饰品$()。经破解的施法物品会自豪地展现它们的$(hex)咒术$()。消耗大约 1 个$(l:items/amethyst)$(item)充能紫水晶$()。", + "hexical.page.jailbreak.description": "如果试图破解已经写入过的设备的内部结构,法术便会让我眼盲一段时间。不过,我认为好像有一瞬,我看到了$(hex)咒术$()显现在我的眼前,$(media)媒质$()填满了我的大脑。$(br2)$(o)现在时间都要靠电啦、振荡的石英晶体啦,鬼知道什么东西来走。$()$(br)——明显是在说$(l:items/amethyst)$(item)紫水晶$()。", + "hexcasting.action.hexical:light": "荧亮", + "hexical.page.light.summary": "在给定位置构筑一个给定光照强度的隐形光源。消耗大约 1/4 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.light.description": "构筑的位置必须腾空,或需该处方块极为脆弱。光照强度为 1 到 15 的数,两端闭。如果对应位置处已有光源,则法术变为无消耗,也不会产生粒子。$(br2)持有$(l:items/lens)$(item)探知透镜$()可让光源显形,在光源所在处放置方块可消除它们。$(br2)$(o)光明使人盲目。只有身处黑暗才能洞悉本质。$()", + "hexcasting.action.hexical:gasp": "喘息", + "hexical.page.gasp.summary": "立即填满生物的氧气条,消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.gasp.description": "无论回复多少氧气,此法术的消耗均不变,因此在快要无法安全呼吸时施法是最优选择。从潜水,到传送进方块内部,甚至于在陆地上维持海洋生物的生命,此法术都相当有用。$(br2)$(o)子非鱼,安知鱼之乐?$()", + "hexcasting.action.hexical:parrot": "啼鸣", + "hexical.page.parrot.summary": "在某位置附近发出一阵与某生物有关的声音,就好像鹦鹉模仿了那个生物的声音一样。消耗大约 1/2 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.parrot.description": "如果鹦鹉无法模仿声音,此法术便不会有功效,但仍会消耗$(media)媒质$()。$(br2)我觉得这大概只能用来给朋友和敌人开玩笑。也许自然真的允许我偶尔用$(hex)咒术$()找找乐子。$(br2)$(o)嘶嘶嘶嘶嘶……$()", + + "hexical.page.mute.title": "静音", + "hexcasting.action.hexical:mute": "失声", + "hexical.page.mute.summary": "向实体降下失声诅咒,或是祛除诅咒。降下诅咒需消耗大约 1 个$(l:items/amethyst)$(item)充能紫水晶$(),祛除则无需消耗$(media)媒质$()。", + "hexical.page.mute.description": "奇怪的是,就算击打受诅咒的实体都不会产生声音;这种诅咒也许并不是禁用声带,而是制造出某种$(o)失声场$()。$(br2)如果我戴着$(l:items/lens)$(item)探知透镜$(),就可在受诅咒的实体头顶看见一个飘浮着的符号。$(br2)$(o)寂静将至。$()", + "hexcasting.action.hexical:is_mute": "屏蔽之纯化", + "hexical.page.is_mute.summary": "检验实体是否被魔法手段静音。", + + "hexical.page.break_special.title": "特种破坏", + "hexcasting.action.hexical:break_fortune": "提取方块", + "hexical.page.break_fortune.summary": "瞄准方块结构中的弱电,从而提供产量。强度参数为 0、1、2 时相应消耗大约 1、3、5 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexcasting.action.hexical:break_silk": "采集方块", + "hexical.page.break_silk.summary": "轻柔地破坏方块,从而更好地保留方块构造。消耗大约 1/2 个$(l:items/amethyst)$(item)紫水晶粉$()。", + + "hexical.page.zap.title": "红石触能", + "hexcasting.action.hexical:zap": "触能", + "hexical.page.zap.summary": "将某方块处的红石信号强度强制修改为我指定的值,持续所给数个 1/20 秒。消耗极少量$(media)媒质$()。", + "hexical.page.zap.description": "此法术会凭空产生能量,再全部注入到目标中去。单次施放最长可持续 5 秒,输出强度涵盖 0 到 15。奇怪的是,如果外部源给了方块强度更高的信号,此法术也会将强度拉低。$(br2)某些古代的$(hex)咒术师$()将此法术称作$(o)理想电压源$(),不太懂他们在说什么。", + + "hexical.page.conjurable_delights.title": "构筑小物件", + "hexical.page.conjurable_delights.0": "古代的$(hex)咒术师$()似乎研究过多种构筑物品的法术,以精进自身的技艺,或是方便多人合作。所得的物品大多只能笼统归入$(o)也许$()可食用的范畴。$(br2)$(o)若要向其他人表善意,没有什么比为他们端上热腾腾的早餐更合适的了。$()", + "hexcasting.action.hexical:conjure_gummy": "构筑咒术软糖", + "hexical.page.conjure_gummy.summary": "构筑一个$(item)咒术软糖$():一种小零食,能提供大约 1/10 个$(l:items/amethyst)$(item)紫水晶粉$()的$(media)媒质$()。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexcasting.action.hexical:conjure_hexburst": "构筑咒术星爆糖", + "hexical.page.conjure_hexburst.summary": "使用所给 iota 在给定位置构筑一枚$(item)咒术星爆糖$()。消耗大约 1/2 个$(l:items/amethyst)$(item)紫水晶粉$()。可能招致“违犯他人”事故。", + "hexical.page.conjure_hexburst.description": "取出一个 iota,再在周围层层包裹$(media)媒质$(),就得到了可食用的$(item)咒术星爆糖$()。食用时,其中的 iota 会被立刻压入食用者的法杖栈。如果我想要交易代表我的 iota,它应该会很有用。如果栈中有未闭合的$(l:patterns/patterns_as_iotas#hexcasting:open_paren)内省$(),其中 iota 会进入所构造的列表。", + "hexcasting.action.hexical:conjure_hextito": "构筑咒力多滋", + "hexical.page.conjure_hextito.summary": "在给定位置构筑一片$(hex)咒力多滋$()。消耗大约 1/2 个$(l:items/amethyst)$(item)紫水晶粉$()。可能招致“违犯他人”事故。", + "hexical.page.conjure_hextito.description": "$(hex)咒力多滋$()被食用时会立即施放其中$(hex)咒术$();它使用的是$(item)$(l:items/staff)法杖$()栈,而非和普通$(l:items/hexcasting)$(item)施法物品$()那样使用独立的栈。它大概很适合高速反复执行射线追踪等操作,也方便交予他人使用次数有限的$(hex)咒术$()。如果目标栈存在未闭合的$(l:patterns/patterns_as_iotas#hexcasting:open_paren)内省$(),$(hex)咒力多滋$()中的咒术便不会施放,可以保障他人使用的安全。", + + "hexical.page.spike.title": "构筑尖刺", + "hexical.page.spike.0": "我曾听过有一位灾厄村民术士能在地上构筑尖牙。要相信“村民能操控$(media)媒质$()”这种说法很难,但从其中获取灵感还是可行的。我依此制造出了这条法术,能够从地下升起尖刺刺穿目标。", + "hexcasting.action.hexical:spike": "构筑尖刺", + "hexical.page.spike.summary": "接受一个非空气位置,一个轴向向量,按秒延迟最长 10 秒后,在给定位置构筑一个尖刺。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.spike.1": "尖刺在造成伤害前会准备大约半秒,且会在缓慢缩回前造成高达三颗心的伤害。若在已经触发尖刺的位置重复施放法术,则不会有任何效果。尖刺同时会向构筑的方向击退目标。", + + "hexical.page.block_mimicry.title": "方块模仿", + "hexical.page.block_mimicry.0": "$(hex)咒法学$()是项多用途的技艺。比如说,原本需要方块才能执行的操作,现在可以用$(media)媒质$()模拟,无需任何外物。仅用法杖,就可$(l:patterns/spells/block_mimicry#hexical:stonecut)把石头切成楼梯$(),$(l:patterns/spells/block_mimicry#hexical:dispense)发射箭矢$(),$(l:patterns/spells/block_mimicry#hexical:smelt)烧炼$()物品。", + "hexical.page.block_mimicry.1": "传说中古代的$(hex)咒术师$()一方一块都没有放置就建立起了一整座魔法工厂。$(br2)$(o)我要更大的办公室,要更大的椅子$(br)要更大的桌子,要更大的法杖$(br)还要顶更好的帽子", + "hexcasting.action.hexical:piston": "推动", + "hexical.page.piston.summary": "接受一个位置和一个轴向向量,然后沿该向量推动位置处的方块。消耗 1/8 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.piston.description": "这则法术和它所模仿的方块类似,都最多能推动 12 个方块,而且如果方块脆弱到被$(item)活塞$()推动时会损坏,那么这则法术也会破坏它们。法术还会将$(item)黏液块$()、$(item)蜂蜜块$()等的黏性纳入考量,也会受$(item)黑曜石$()等不可推动的方块的影响。", + "hexcasting.action.hexical:dispense": "发射", + "hexical.page.dispense.summary": "接受一个物品实体、一个位置、一个轴向向量,并依此发射物品。对大多数使用场景而言,消耗大约 1/2 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.dispense.description": "具体而言,此法术相当于触发一个装有所给物品的发射器。$(br2)如果此法术涉及到任意种类的$(item)箭$(),消耗便涨至 1 个$(l:items/amethyst)$(item)充能紫水晶$()。不知道为什么自然对此类应用的反应如此剧烈。也许是不想让我变得太强?$(br2)$(o)如有要求,我也会执行拥抱。$()", + "hexcasting.action.hexical:smelt": "烧炼", + "hexical.page.smelt.summary": "接受一个物品实体,并像$(item)熔炉$()一样烧炼它。$(item)熔炉$()每需烧炼 10 秒消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexcasting.action.hexical:roast": "烤制", + "hexical.page.roast.summary": "特种化的$(l:patterns/spells/block_mimicry#hexical:smelt)$(action)烧炼$(),会模拟$(item)营火$()。它的适用范围较窄,大概是永远都用不上了。", + "hexcasting.action.hexical:smoke": "烟熏", + "hexical.page.smoke.summary": "特种化的$(l:patterns/spells/block_mimicry#hexical:smelt)$(action)烧炼$(),会模拟$(item)烟熏炉$()。它只能处理食物,但速度更快,变相降低消耗。", + "hexcasting.action.hexical:blast": "高炉烧炼", + "hexical.page.blast.summary": "特种化的$(l:patterns/spells/block_mimicry#hexical:smelt)$(action)烧炼$(),会模拟$(item)高炉$()。它只能处理矿石,但速度更快,变相降低消耗。", + "hexcasting.action.hexical:stonecut": "切石", + "hexical.page.stonecut.summary": "接受一个物品实体,将所给物品实体切制为目标物品的形状。消耗大约 1/8 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.stonecut.description": "目标物品必须可由所给物品在$(item)切石机$()中加工而成。比如说,$(item)石头$()可切制为楼梯、台阶、墙。$(br2)$(o)我在大理石中看见天使,于是我不停地雕刻,直至使他自由。$()", + + "hexical.page.circle_spells.title": "法术环法术", + "hexical.page.circle_spells.0": "媒质流穿梭于$(l:greatwork/spellcircles)$(thing)法术环$()中,其囊括的区域因而充盈着$(media)媒质$(),产生强大魔法效果和灵活控制其中$(media)媒质$()也就不再是难事。后页记载了需要这种增浓媒质场或$(l:greatwork/spellcircles)$(thing)法术环$()自身属性的法术,它们只可由$(l:greatwork/impetus)$(item)促动石$()施放。", + "hexcasting.action.hexical:displace": "转移", + "hexical.page.displace.summary": "无需任何媒质,就可将$(l:greatwork/spellcircles)$(thing)环$()中实体传送至同一$(l:greatwork/spellcircles)$(thing)法术环$()中任意一处。与$(l:patterns/great_spells/teleport)$(action)卓越传送$()不同在于,此法术接受的是绝对坐标。消耗大约 1/2 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexcasting.action.hexical:absorb_arm": "附肢", + "hexical.page.absorb_arm.summary": "将$(l:greatwork/spellcircles)法术环$()连接至影响范围内的$(l:items/pedestals)$(item)支座$(),以将其视作$(o)另一只手$()。适合需要另一只手中持有物品的法术。也可用作$(l:patterns/spells/wristpocket)魔袋$()。", + + "hexical.page.evocation.title": "唤咒", + "hexical.page.evocation.0": "$(media)媒质$()是思维的能量,则逻辑推理可得,我应当能够直接把$(o)脑海中$()的魔法变为现实,而不需要挥舞$(item)$(l:items/staff)法杖$();毕竟我在最优状态下大约相当于 2 个$(l:items/amethyst)$(item)充能紫水晶$(),是$(l:items/staff)$(item)法杖$()的两倍。我的意识目前还不够强大,无法随意将想法化作现实,不过挥挥手唤出已蚀刻入意识的$(hex)咒术$()还是可以的。这么做会消耗我物品栏中的$(media)媒质$()。", + "hexcasting.action.hexical:set_evocation": "加深印象", + "hexical.page.set_evocation.summary": "刻入一份$(hex)咒术$(),此后按住$(thing)$(k:hexical.evoke)$()键 1 秒即可唤咒施放。消耗大约 1 个$(l:items/amethyst)$(item)充能紫水晶$()。$(br2)$(o)但是安东尼动了动念头,结果它在草地上做了个后滚翻,然后浑身颤抖地躺着,小小的黑眼睛中闪烁的全是恐惧。$()", + "hexcasting.action.hexical:get_evocation": "唤咒之精思", + "hexical.page.get_evocation.summary": "返回刻入我意识的$(hex)咒术$()。", + "hexcasting.action.hexical:is_evoking": "唤魔者之精思", + "hexical.page.is_evoking.summary": "压入我在唤咒状态下经过的时间,未在唤咒则为 -1。", + "hexical.page.evocation.1": "记载有这项技术的古代文本还写有其他琐事。曾经的$(hex)咒术师$()唤咒时不用$(hex)咒术$(),而是在某种集会或集体仪式中挥动手臂合唱。也有人曾试验过,是否有法术能将$(hex)咒术$()蚀刻入$(o)村民$(),以给予他们操控$(media)媒质$()的手段。但这些试验的结果从未见诸文献,抑或是已经散佚殆尽。", + + "hexical.page.lesser_sentinels.title": "初等哨卫", + "hexical.page.lesser_sentinels.0": "先插入一段哨卫理论:$(l:patterns/spells/sentinels)$(thing)哨卫$()是$(thing)自我$()在形而上学层面上剥离出的碎片。我可通过此关系驱除、请求、召唤哨卫,但每次交互都需要些许$(media)媒质$()用来“握手”。我可以$(l:patterns/great_spells/greater_sentinel)$(action)剥出更多的$(thing)自我$(),本质上相当于制造出了独立且近乎具有意识的碎片——它们能在我常规的影响范围之外施放$(hex)咒术$(),甚至还可“移动”。", + "hexical.page.lesser_sentinels.1": "$(thing)初等哨卫$()则更为简单:它基本就是带有一丝$(thing)自我$()的$(media)媒质$()口袋,大概只够在部署后维持存在,也大概只够它被我看见。$(br2)由于其感知力较弱,我可轻松与多个此类哨卫建立连接,也可轻易移动、驱除、构筑更多。$(l:patterns/spells/sentinels)$(thing)哨卫$()同一时刻只能存在一个,$(thing)初等哨卫$()则几乎没有数量限制。", + "hexcasting.action.hexical:set_lesser_sentinels": "部署哨卫", + "hexical.page.set_lesser_sentinels.summary": "驱除已有的全部$(thing)初等哨卫$(),再在列表中各位置处部署一个$(thing)初等哨卫$()。", + "hexcasting.action.hexical:get_lesser_sentinels": "渗透之精思", + "hexical.page.get_lesser_sentinels.summary": "返回我所有全部$(thing)初等哨卫$()的位置列表。", + + "hexical.page.personal_inventory.title": "物品栏", + "hexical.page.personal_inventory.0": "$(hex)咒法学$()带来了诸多奇迹,但我似乎忽视了物品栏管理。更不用说,有些法术需要把物品丢在地上,有些需要我拿在副手里,还有些会在我的物品栏里搜索;完全就是一团乱麻,让它们协同运作要付出不少心力。好在,这两个问题在$(hex)咒法学$()里都有解决方法。", + "hexcasting.action.hexical:list_possessions": "所有物之精思", + "hexical.page.list_possessions.summary": "返回我身上物品的列表。各物品的下标即为槽位数,后面的法术会用到。", + "hexical.page.personal_inventory.1": "前页图案给出列表的下标似乎就是该处物品的槽位号:一个以数标记的位置。我不清楚自然这么规定的原因,不过后面的法术可以从特定的槽位里拿出物品、向其中放入物品,或是移动和合并不同槽位的物品,且无需消耗$(media)媒质$()。$(br2)$(o)物品栏小猫!$()", + "hexcasting.action.hexical:move_item": "移动物品", + "hexical.page.move_item.summary": "在槽位间移动物品,若可行也能合并堆叠。返回代表成功与否的布尔值。无需消耗$(media)媒质$()。", + "hexcasting.action.hexical:absorb_item": "吸收物品", + "hexical.page.absorb_item.summary": "将世界中的物品放入我物品栏中的给定槽位。返回代表成功与否的布尔值。无需消耗$(media)媒质$()。", + "hexcasting.action.hexical:expel_item": "驱逐物品", + "hexical.page.expel_item.summary": "将我物品栏中给定槽位内的物品弹出,返回物品实体,若未找到物品或弹出失败则返回 $(l:casting/influences)$(thing)Null$()。无需消耗$(media)媒质$()。", + + "hexical.page.pyrotechnics.title": "烟花工艺", + "hexical.page.pyrotechnics.0": "我发现了一个复杂的法术,可能是现有法术中最复杂的了。$(media)媒质$()会因其而欢欣地嗡鸣着,就好像它们曾用于庆典一样;不过,这种弹射物用作武器的威力也可谓令人震悚。$(br2)$(o)什么都别说了。先欣赏烟花吧。$()", + "hexcasting.action.hexical:conjure_firework": "构筑烟花", + "hexical.page.conjure_firework.summary": "$(br)根据我$(o)详细$()给定的参数构筑一道烟花。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶碎片$()。", + "hexical.page.conjure_firework.0": "$(o)基础理论$()$(br2)前两个参数分别是位置和速度。第三个参数决定其飞行时间,需是 1 与 3 之间的数。可以认为是加入烟花火箭的$(item)火药$()份数。$(br2)剩余的参数可看作$(thing)虚拟烟火之星$()的各特征。", + "hexical.page.conjure_firework.1": "$(o)形状效果$()$(br2)第四个参数控制烟花的形状,需是 0 与 4 之间的数,包含两端。$(br)- 0 对应简单的小型球状效果。$(br)- 1 对应大型球状效果。$(br)- 2 对应星形效果。$(br)- 3 对应大型苦力怕状效果。$(br)- 4 对应喷发状效果。", + "hexical.page.conjure_firework.2": "$(o)颜色$()$(br2)第五和第六个参数是代表颜色的向量组成的列表。第一个列表控制烟花的初始颜色,第二个列表控制烟花消散时的渐变颜色。第一列表中需至少含有一个向量,第二个列表可以留空。$(br2)向量各分量为 0 到 1 的数,分别对应不同强度的红、绿、蓝。", + "hexical.page.conjure_firework.3": "$(o)附加效果$()$(br2)第七个参数控制烟花粒子是否闪烁,相当于加入荧石与否。$(br2)第八个参数控制烟花粒子是否留下踪迹,相当于加入钻石与否。", + + "hexical.page.sentinel_defense.title": "哨卫防御", + "hexical.page.sentinel_defense.0": "$(hex)咒术师$()可以用$(l:patterns/great_spells/greater_sentinel)$(thing)卓越哨卫$()远距离对我发起攻击,而且我在明他们在暗,我不知道他们的意图,更不知道他们是不是在跟踪我。$(br2)好在,他们扩展影响范围的行为会产生非常容易探测、也极具标志性的$(media)媒质$()签名。要是能找到核心,一次$(media)媒质$()聚能爆就应该能将其剔除。", + "hexical.page.sentinel_defense.1": "但可惜的是,这种签名仅存在于他们影响范围的内部。因此必须在影响范围内的某处进行探测,换言之,在距其 16 格之内。探测会给出指向核心的单位向量,多次测量即可计算出其位置。$(br2)在该位置发起一次$(media)媒质$()冲击,就应该可以令其完全消散;它毕竟是完全由$(media)媒质$()构成的。", + "hexcasting.action.hexical:hunt_sentinel": "警觉之纯化", + "hexical.page.hunt_sentinel.summary": "返回从所给位置指向 16 格内最近$(l:patterns/great_spells/greater_sentinel)$(thing)卓越哨卫$()的单位向量,若无则返回 $(l:casting/influences)$(thing)Null$()。消耗极少量$(media)媒质$()。", + "hexcasting.action.hexical:exorcise_sentinel": "剔除哨卫", + "hexical.page.exorcise_sentinel.summary": "摧毁所给位置周围 1/10 格内最近的$(l:patterns/great_spells/greater_sentinel)$(thing)卓越哨卫$()。无论有无哨卫都消耗大约 3 个$(l:items/amethyst)$(item)充能紫水晶$()。", + + "hexical.page.shaders.title": "着色器", + "hexical.page.shaders.0": "这些法术作用于我的光感受体,能更改我的视野,也许是为实际用途,也许只是好玩。这些法术的效果会在死亡或暂离世界时消散。$(br2)$(o)你感觉得到了解放。你感觉你与魔力和谐共处。挖,这颜色闻起来真有意思。通常的概念已经不起作用。$()", + "hexcasting.action.hexical:shader_clear": "清空视野", + "hexical.page.shader_clear.summary": "终止我当前拥有的所有着色器法术。很适合在过度实验后“缓缓”眼睛。", + "hexcasting.action.hexical:shader_owl": "穿透黑暗", + "hexical.page.shader_owl.summary": "大幅改善我在暗处的视野,不过光照会同时变得极为刺眼。", + "hexcasting.action.hexical:shader_lines": "显现形体", + "hexical.page.shader_lines.summary": "将世界变为黑白细线。很适合用来辨别微妙的差异。", + "hexcasting.action.hexical:shader_tv": "广播视野", + "hexical.page.shader_tv.summary": "令我的视野中出现奇怪的线条,且视野的中心“向我”突出。大概是有所致敬……", + "hexcasting.action.hexical:shader_media": "辨识重点", + "hexical.page.shader_media.summary": "让我只能看见最为重要的事物……", + "hexcasting.action.hexical:shader_spider": "分裂视野", + "hexical.page.shader_spider.summary": "将我的视野分裂为多个小块,和蜘蛛的视野大概差不多。不太清楚为什么这么做能让我看得更清晰……", + + "hexical.page.horrible.title": "可怕的东西", + "hexical.page.horrible.0": "就我在$(hex)咒法学$()中发现的所有图案而言,我都还没遇见过这种图案。似乎是有某种更卓伟的力量,驱策着$(hex)咒术师$()去绘制它;而且仅在文献记录里就能找到证明。$(o)到底要怎么画啊?$()我最好再看看$(l:patterns/pattern_manipulation)图案操作$()。", + "hexcasting.action.hexical:horrible": "召唤?", + "hexical.page.horrible.summary": "从图案的参数签名来看,我只能猜它是会影响某个位置?", + + "hexical.category.specklikes": "视斑", + "hexical.category.specklikes.desc": "我可以精确操纵$(media)媒质$(),在世界中构筑可见但不可触的构造体。这些构造体叫作$(o)类视斑$()。$(br2)它们的外形多种多样,而且自然在它们的消耗这一方面上很是慷慨。通常来说,创建所需不多,创建后进行操纵则没有开销。", + + "hexical.page.specks.title": "视斑", + "hexical.page.specks.0": "$(thing)视斑$()(注意不应与类视斑这一大类的称呼混淆)是我能创造的最简单的构造体。$(br2)它是 iota 的影像;它会悬停在空中,没有起伏,没有重量,也不会移动,和我在栈中所见的一致。从后方无法看见视斑,不过由于某些奇怪的原因,视斑中的某些部分仍可见。", + "hexcasting.action.hexical:conjure_speck": "构筑视斑", + "hexical.page.conjure_speck.summary": "在所给位置以所给朝向构筑所给 iota 的视斑。消耗极少量$(media)媒质$()。将视斑实体压栈。", + "hexical.page.specks.1": "我可以从中$(l:patterns/readwrite#hexcasting:read/entity)读取$()出一个文形;如需修改,也可再对其$(l:patterns/readwrite#hexcasting:write/entity)写入$()任意 iota。这两种操作均不需消耗$(media)媒质$()。$(br2)写入时,$(thing)视斑$()只会记忆所给 iota 的字面信息。因此,不可能从中读出原始 iota。放着写有我真名的$(thing)视斑$()不管也没问题。", + + "hexical.page.specklike_manipulation.title": "类视斑操作", + "hexical.page.specklike_manipulation.0": "类视斑不过是塑形后置入世界的$(media)媒质$(),所以它们非常容易操纵。我记录了一些能操纵类视斑的有用图案;这些图案都不需消耗$(media)媒质$(),也不需要类视斑在影响范围内。", + "hexcasting.action.hexical:kill_specklike": "驱散类视斑", + "hexical.page.kill_specklike.summary": "立刻令类视斑解体,将其拆入环境$(media)媒质$()。", + "hexcasting.action.hexical:lifetime_specklike": "处决类视斑", + "hexical.page.lifetime_specklike.summary": "设置类视斑解体的时限,以 1/20 秒计。此时间后类视斑即会解体。", + "hexcasting.action.hexical:move_specklike": "移动类视斑", + "hexical.page.move_specklike.summary": "将类视斑传送至影响范围内的所给位置处。", + "hexcasting.action.hexical:rotate_specklike": "旋转类视斑", + "hexical.page.rotate_specklike.summary": "旋转类视斑,令其朝向匹配所给向量。", + "hexcasting.action.hexical:roll_specklike": "滚转视斑", + "hexical.page.roll_specklike.summary": "接受旋转量占完整转体一圈的比例,并以类视斑朝向为轴旋转类视斑。", + "hexcasting.action.hexical:size_specklike": "缩放类视斑", + "hexical.page.size_specklike.summary": "缩放类视斑,可为原尺寸的 0 到 10 倍。", + "hexical.page.specklike_manipulation.1": "类视斑中有一个称作$(o)图斑$()的子类。它们的主要特征是比普通的类视斑更抽象:它们绘制的是各类线和形状,而不是文本等实际信息。$(br2)正因其抽象,它们还有若干其他属性可供配置。相关图案见后页。", + "hexcasting.action.hexical:thickness_specklike": "增粗视斑", + "hexical.page.thickness_specklike.summary": "以 1 到 10 的数设置图斑的粗细,以 1/20 格计。此操作效果随图斑种类不同而变,但大体上还是符合直觉的。", + "hexcasting.action.hexical:pigment_specklike": "着色视斑", + "hexical.page.pigment_specklike.summary": "将图斑的染色剂修改为所给染色剂。", + + "hexical.page.strands.title": "线斑", + "hexical.page.strands.0": "$(thing)线斑$()是图斑的一种。它们和$(l:patterns/spells/specklikes/specks)$(thing)视斑$()一样没有起伏,也同样地不可触;但它们绘制的是连接平面上点的若干染色线段。$(br2)新创建的$(thing)线斑$()没有影像,应$(l:patterns/readwrite#hexcasting:write/entity)向其写入$()元素数不超过 32、各元素为长度不超过 10 格的向量的列表。向量的 Z 分量会被$(thing)线斑$()忽略。后续还可再$(l:patterns/readwrite#hexcasting:read/entity)读出$()此影像。", + "hexcasting.action.hexical:conjure_strand": "构筑线斑", + "hexical.page.conjure_strand.summary": "在所给位置构筑一个$(thing)线斑$(),返回其实体。消耗大约 1/4 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexcasting.action.hexical:draw_pattern": "手写之纯化", + "hexical.page.draw_pattern.summary": "接受一个图案,返回绘制其所需的单位向量列表,很适合用来创建$(thing)线斑$()。", + + "hexical.page.meshes.title": "网斑", + "hexical.page.meshes.0": "$(thing)网斑$()和$(l:patterns/spells/specklikes/strands)$(thing)线斑$()基本一致,但前者会在三维空间内以细六棱柱连接各点。$(br2)读写它和其影像需符合的条件与$(l:patterns/spells/specklikes/strands)$(thing)线斑$()大体一致,但网斑在计算长度时会考虑 Z 分量,且会用该分量定义深度。", + "hexcasting.action.hexical:conjure_mesh": "构筑网斑", + "hexical.page.conjure_mesh.summary": "在所给位置构筑一个网斑,并压入该网斑实体。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉$()。", + + "hexcasting.action.hexical:charm": "咒符", + "hexical.page.charm.0": "$(l:patterns/great_spells/charm)$(action)咒符$()法术可将物品变为自立的魔法物品,也即,和$(l:items/hexcasting)$(item)杂件$()类似。它们有一个$(media)媒质$()储库,耗尽即咒符消散,无法重新充能和重新写入。$(br2)$(o)达到完美,并不是好得不能再好,而是好得一点不多余。$()", + "hexical.page.charm.1": "咒符物品相较其他$(l:items/hexcasting)$(item)施法物品$()有若干特殊之处。$(br2)有两个图案可与其包含的 iota 交互。该 iota 存储空间只可通过该咒符物品读取和写入。$(br2)它们还能拦截输入。", + "hexical.page.charm.summary": "施加咒符。接受一个$(hex)咒术$()和以$(l:items/amethyst)$(item)紫水晶粉$()计的存入$(media)媒质$()量。消耗相应存入媒质量和额外 3 个$(l:items/amethyst)$(item)充能紫水晶$()。", + "hexical.page.charm.description": "两个数列表分别对应站直时和潜行时的触发条件。持有咒符物品时,我的鼠标点击分别对应着 0 到 7 的数;其中 0 对应左击,1 对应右击。$(br2)手持物品时按下对应的鼠标键,即会拦截物品原有的功能,换为施放$(hex)咒术$();此时栈会以该数起始。$(br2)最后的参数是用于存入咒符的 iota。", + "hexcasting.action.hexical:media_color_charmed": "LED之策略", + "hexical.page.media_color_charmed.summary": "设置物品上媒质条的颜色,用于标记模式。传入 $(l:casting/influences)$(thing)Null$() 则会恢复至常规颜色。", + "hexcasting.action.hexical:discharm": "解除咒符", + "hexical.page.discharm.summary": "解除咒符而不影响其他属性。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexcasting.action.hexical:write_charmed": "咒符之策略", + "hexical.page.write_charmed.summary": "向咒符物品内部的存储空间写入 iota。可能会招致“违犯他人”事故。", + "hexcasting.action.hexical:read_charmed": "咒符之精思", + "hexical.page.read_charmed.summary": "将咒符物品内部存有的 iota 压入栈顶。", + "hexcasting.action.hexical:write_charmed_proxy": "咒符之策略,第二型", + "hexical.page.write_charmed_proxy.summary": "如果咒符物品本身就可以存储 iota(如$(l:items/focus)$(item)核心$()),则向该存储空间写入 iota。", + "hexcasting.action.hexical:read_charmed_proxy": "咒符之精思,第二型", + "hexical.page.read_charmed_proxy.summary": "如果咒符物品本身就可以存储 iota(如$(l:items/focus)$(item)核心$()),则从该存储空间读取 iota。", + + "hexcasting.action.hexical:greater_blink": "卓越闪现", + "hexical.page.greater_blink.0": "卓越闪现比$(l:patterns/great_spells/teleport)$(action)卓越传送$()要便宜许多。它不会在抵达时让我全身的物品散落。但相比之下,它的运作范围小得可怜,目标位置的计算也比较……奇妙。我也无法对我自己之外的事物使用这个法术。", + "hexical.page.greater_blink.summary": "将我传送最多 128 格,传送目的以我的位置和朝向为参照。消耗大约 2 个$(l:items/amethyst)$(item)紫水晶粉$()。", + "hexical.page.greater_blink.1": "向量 (0, 0, 1) 会往$(l:patterns/basics#hexcasting:get_entity_look)$(thing)我面朝的方向$()传送 1 格。向量 (0, 1, 0) 会往$(l:patterns/scrying/entities#hexpose:theodolite)$(thing)我头顶的法向$()传送 1 格。向量 (0, 1, 10) 会往我面朝方向传送 10 格,再往头顶法向传送 1 格。向量 (1, 0, 0) 会往我的右侧传送 1 格。", + "hexical.page.greater_blink.2": "$(o)我感到三根数轴精准地穿过我头颅的六面。在刹那之间,我仿佛被尖桩扎穿——吊在空中——然后随我先前的指示,我被猛烈地拽动——就沿着那些几何轴——移动如同在瞬间完成。$(br2)我肯定已经不是世界的一部分了——因为我穿了墙,而且没有留下哪怕一丁点痕迹。$()" +}