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bad4ad0
Hexcassettes Hexcellular SpecialEfhexs Hexodus Overevaluate Scryglass…
ChuijkYahus Jul 25, 2025
4843bbd
CalciteCircles create
ChuijkYahus Aug 7, 2025
5750640
Overevaluate HexCassettes Hexpose update:官库更新
ChuijkYahus Sep 13, 2025
0897720
Hexpose update:官库更新
ChuijkYahus Sep 22, 2025
08e392e
Overevaluate update:官库更新
ChuijkYahus Sep 22, 2025
1d59177
Scryglass update:官库更新
ChuijkYahus Oct 6, 2025
8bcc9dd
Overevaluate Hexcassettes Hexpose update:官库更新
ChuijkYahus Oct 14, 2025
eb24ecb
Hexpose fix:统一文形用词
ChuijkYahus Oct 18, 2025
f4dfd22
Hexpose Overevaluate update:官库更新
ChuijkYahus Oct 24, 2025
e55b66d
Overevaluate fix
ChuijkYahus Oct 31, 2025
ae89416
Overevaluate SpecialEfhexs Hexcellular Hexpose update:官库更新
ChuijkYahus Dec 7, 2025
94b1751
Hexpose update:官库更新
ChuijkYahus Dec 18, 2025
68faf2d
Hexpose update:官库更新
ChuijkYahus Jan 11, 2026
cc7e576
Efhexs update:官库更新
ChuijkYahus Jan 21, 2026
1fa1330
Overevaluate update:官库更新
ChuijkYahus Feb 1, 2026
75767e4
Overevaluate update:官库更新
ChuijkYahus Feb 13, 2026
76bafcb
Overevaluate fix:echo echo
ChuijkYahus Feb 13, 2026
d18abdd
Hexpose update:官库更新
ChuijkYahus Mar 7, 2026
f591e1f
Hexpose update:官库更新
ChuijkYahus Mar 10, 2026
6023227
Hexcellular update:官库更新
ChuijkYahus Mar 11, 2026
16d0afd
Scryglass update:官库更新
ChuijkYahus Apr 5, 2026
10497b8
Hexpose update:官库更新
ChuijkYahus Apr 19, 2026
6b5b195
Hexpose update:官库更新
ChuijkYahus May 25, 2026
5bee8df
Hexpose update:官库更新
ChuijkYahus Jun 7, 2026
5129b94
chore: migrate to new path structure
Jun 23, 2026
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5 changes: 5 additions & 0 deletions projects/assets/1UNKNOWN/1.20-fabric/calcite/lang/en_us.json
Original file line number Diff line number Diff line change
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{
"block.calcite.chalk": "Chalk",
"item.calcite.chalk": "Chalk",
"calcite.chalk.queue": "Queue: %s"
}
5 changes: 5 additions & 0 deletions projects/assets/1UNKNOWN/1.20-fabric/calcite/lang/zh_cn.json
Original file line number Diff line number Diff line change
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{
"block.calcite.chalk": "粉笔痕",
"item.calcite.chalk": "粉笔",
"calcite.chalk.queue": "队列:%s"
}
43 changes: 43 additions & 0 deletions projects/assets/1UNKNOWN/1.20-fabric/efhexs/lang/en_us.json
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{
"hexcasting.mishap.invalid_value.entity_list": "a list of entities",
"hexcasting.mishap.invalid_value.particle_id": "an identifier of a particle type",
"hexcasting.mishap.invalid_value.sound_id": "an identifier of a sound type",
"hexcasting.mishap.invalid_value.simple_particle_id": "an identifier of a simple particle type",

"efhexs.page.targetted.title": "Haunting",
"efhexs.page.targetted.0": "I have discovered various spells for creating $(l:patterns/spells/particles)particles$() and $(l:patterns/spells/sounds)sounds$() but initially, these are plainly visible to everyone. What if instead, I wanted to only create effects for myself or haunt a specific player? That's where this pattern comes in. For the remainder of the _Hex, I can choose only certain players to be made privy.",
"hexcasting.action.efhexs:set_target": "Haunt",
"efhexs.page.set_target.summary": "Sets a list of players to be exclusively influenced by my special effects. If $(l:casting/influences)$(thing)Null$(), all can see my effects again.",

"efhexs.page.particles.title": "Particles",
"efhexs.page.particles.0": "If a particle effect happens near me, I can query and replay them to add a bit of flair to my _Hexes for essentially free!$(br2)$(o)All those moments will be lost in time, like tears in rain.$()",
"hexcasting.action.efhexs:get_particles": "Particulate Reflection",
"efhexs.page.get_particles.summary": "Pushes the last sixteen unique particles that have happened around me.",
"hexcasting.action.efhexs:play_particle": "Conjure Particle",
"efhexs.page.play_particle.summary": "Conjures a particular particle with a specified position and velocity (blocks per twentieth of a second). Costs about 1/32th of an $(l:items/amethyst)$(item)Amethyst Dust$().",
"efhexs.page.play_particle.description": "This spell only works for \"simple\" particles, which are the majority. The remaining are too complicated to be boiled down into just a position and velocity but fortunately, I have documented various patterns for these more complicated effects.$(br2)They are all priced like the general spell and take a position and a velocity (compressed as \"...\") along with extra parameters.",
"hexcasting.action.efhexs:play_dust_particle": "Conjure Dust",
"efhexs.page.play_dust_particle.summary": "Conjures a small mote of dust of a given color. The number relates vaguely to scale and lifespan.",
"hexcasting.action.efhexs:play_dust_transition_particle": "Conjure Sparkly Dust",
"efhexs.page.play_dust_transition_particle.summary": "Conjures a gradient-like mote of dust, which smoothly transitions between the two colors given over the given number of seconds.",
"hexcasting.action.efhexs:play_block_particle": "Conjure Debris",
"efhexs.page.play_block_particle.summary": "Conjures a visual bit of debris, similar to that caused by breaking a block. Takes in a block identifier.",
"hexcasting.action.efhexs:play_falling_dust_particle": "Conjure Sediment",
"efhexs.page.play_falling_dust_particle.summary": "Conjures particles similar to that caused by suspended gravity-affected blocks. Takes in a block identifier.",
"hexcasting.action.efhexs:play_item_particle": "Conjure Fragments",
"efhexs.page.play_item_particle.summary": "Conjures a visual bit of fragments, similar to that caused by a tool breaking after wearing. Takes in an item iota.",
"hexcasting.action.efhexs:play_hex_particle": "Conjure Media",
"efhexs.page.play_hex_particle.summary": "Conjures a blob of visible _media, not unlike the waste product of my _Hexes. Takes in a color.",
"hexcasting.action.efhexs:play_potion_effect": "Conjure Fume",
"efhexs.page.play_potion_effect.summary": "Conjures a swirling particle like the ones that emanate from me when I am under the effects of a potion. Takes in a color.",
"hexcasting.action.efhexs:play_item_pickup": "Conjure Supply",
"efhexs.page.play_item_pickup.summary": "Conjures an illusion of the given item iota at the location and makes it fly into the given entity before disappearing, as though the entity had picked it up.",

"efhexs.page.sounds.title": "Sounds",
"efhexs.page.sounds.0": "I can hear sounds around me. After that, I am able to replay them to add fun sound effects to my _Hexes.$(br2)$(o)If a tree falls in a forest and no one is around to hear it, does it make a sound?$()",
"hexcasting.action.efhexs:get_sounds": "Audio Reflection",
"efhexs.page.get_sounds.summary": "Pushes the last sixteen unique sounds that I have heard.",
"hexcasting.action.efhexs:play_sound": "Play Sound",
"efhexs.page.play_sound.summary": "Plays a sound at a particular location, volume, and pitch. Costs about a sixteenth of an $(l:items/amethyst)$(item)Amethyst Dust$().",
"efhexs.page.play_sound.description": "Volume and pitch are all numbers that range between 0 and 2. Volume controls both loudness and distance that sound can be heard. Meanwhile, pitch controls the \"speed\" the sound is played.$(br2)The sound is entirely disembodied to any body or event. It seems that the spell essentially uses tiny bits of _media manipulation to vibrate the air precisely into a given sound."
}
43 changes: 43 additions & 0 deletions projects/assets/1UNKNOWN/1.20-fabric/efhexs/lang/zh_cn.json
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{
"hexcasting.mishap.invalid_value.entity_list": "一个实体列表",
"hexcasting.mishap.invalid_value.particle_id": "一个粒子类型标识",
"hexcasting.mishap.invalid_value.sound_id": "一个声音类型标识",
"hexcasting.mishap.invalid_value.simple_particle_id": "一个简单粒子类型的标识",

"efhexs.page.targetted.title": "萦音",
"efhexs.page.targetted.0": "我发现了制造$(l:patterns/spells/particles)粒子$()和$(l:patterns/spells/sounds)声音$()的法术,但刚开始时它们造出的东西所有人都能看见听见。要是我只给自己制造效果,或是只让效果呈现给某个玩家,会怎么样呢?这就是这个图案的用武之地了。这条法术之后,便只有我指定的玩家能看见我制造的粒子和听见我制造的声音。",
"hexcasting.action.efhexs:set_target": "萦音",
"efhexs.page.set_target.summary": "只让玩家列表内的玩家受我制造的特殊效果影响。若传入 $(l:casting/influences)$(thing)Null$(),可让所有人都能感受到我的效果。",

"efhexs.page.particles.title": "粒子",
"efhexs.page.particles.0": "若是我身旁出现了一次粒子效果,我就能在$(hex)咒术$()中使用,可以拿来给它们加点风味,而且还几乎无需消耗!$(br2)$(o)所有这些时刻终会在时光中消失,就像泪水消失在雨中。$()",
"hexcasting.action.efhexs:get_particles": "粒子之精思",
"efhexs.page.get_particles.summary": "返回我周围生成的最近 16 种粒子,同种粒子仅统计一次。",
"hexcasting.action.efhexs:play_particle": "构筑粒子",
"efhexs.page.play_particle.summary": "在给定位置以给定速度(格每 1/20 秒)构筑特定粒子。消耗大约 1/32 个$(l:items/amethyst)$(item)紫水晶粉$()。",
"efhexs.page.play_particle.description": "此法术只对“简单”的粒子有效。大多数粒子都是简单粒子,剩余的那些太过复杂,无法仅以位置和速度描述。不过好在我记录了这些复杂效果专用的若干图案。$(br2)它们的消耗与通用法术类似,且都接受一个位置和一个速度(缩写为“...”),也同时需提供额外参数。",
"hexcasting.action.efhexs:play_dust_particle": "构筑尘埃",
"efhexs.page.play_dust_particle.summary": "构筑给定颜色的尘埃。参数中的数大致对应量级和持续时间。",
"hexcasting.action.efhexs:play_dust_transition_particle": "构筑闪亮尘埃",
"efhexs.page.play_dust_transition_particle.summary": "构筑渐变色的尘埃,它会在给定秒数内在两种颜色间平滑过渡。",
"hexcasting.action.efhexs:play_block_particle": "构筑残屑",
"efhexs.page.play_block_particle.summary": "构筑可视的残屑,与破坏方块时产生的粒子类似。需要接受方块标识。",
"hexcasting.action.efhexs:play_falling_dust_particle": "构筑积尘",
"efhexs.page.play_falling_dust_particle.summary": "构筑积尘粒子,这些粒子与受重力影响但悬浮的方块所产生的类似。需要接受方块标识。",
"hexcasting.action.efhexs:play_item_particle": "构筑碎屑",
"efhexs.page.play_item_particle.summary": "构筑可视的碎屑,与工具损毁时产生的粒子类似。需要一个物品 iota。",
"hexcasting.action.efhexs:play_hex_particle": "构筑媒质",
"efhexs.page.play_hex_particle.summary": "构筑一团可视的$(media)媒质$(),和我的$(hex)咒术$()出的纰漏类似。需要一个颜色。",
"hexcasting.action.efhexs:play_potion_effect": "构筑烟雾",
"efhexs.page.play_potion_effect.summary": "构筑一团螺旋状的烟雾,和我在药水效果影响下散发出的粒子一样。需要一个颜色。",
"hexcasting.action.efhexs:play_item_pickup": "构筑物形",
"efhexs.page.play_item_pickup.summary": "在所给位置构筑所给物品 iota 的幻象。幻象在消失前会飞向所给实体,就好像该实体捡起了物品一样。",

"efhexs.page.sounds.title": "声音",
"efhexs.page.sounds.0": "我可以听见我周围的声音。此后可重放它们,给$(hex)咒术$()加些好玩的音效。$(br2)$(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?$()",
"hexcasting.action.efhexs:get_sounds": "音频之精思",
"efhexs.page.get_sounds.summary": "返回我最后听到的 16 种声音,同种声音仅统计一次。",
"hexcasting.action.efhexs:play_sound": "播放声音",
"efhexs.page.play_sound.summary": "在给定位置以给定音量和音高播放声音。消耗大约 1/16 个$(l:items/amethyst)$(item)紫水晶粉$()。",
"efhexs.page.play_sound.description": "音量和音高都是介于 0 和 2 之间的数。音量控制响度和声音的传播距离。音高则控制音频的播放“速度”。$(br2)如此发出的声音并不与实体声源或声音事件相关。法术似乎只是操纵$(media)媒质$()来让空气振动,从而发出完全一致的声音。"
}
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