Update zh_cn.json
Updated to match en_us in main branch
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1 changed files with 54 additions and 21 deletions
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@ -16,7 +16,6 @@
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"item.hexcasting.trinket": "缀品",
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"item.hexcasting.artifact": "造物",
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"item.hexcasting.battery": "媒质之瓶",
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"item.hexcasting.manaholder.amount": "魔力容量:%s/%s(%.0f%%)",
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"item.hexcasting.amethyst_dust": "紫水晶粉",
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"item.hexcasting.charged_amethyst": "充能紫水晶",
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"item.hexcasting.lens": "探知透镜",
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@ -66,9 +65,8 @@
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"item.hexcasting.pride_colorizer_transgender": "跨性别染色剂",
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"item.hexcasting.uuid_colorizer": "灵魂闪光染色剂",
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"item.hexcasting.creative_unlocker": "媒质立方",
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"item.hexcasting.creative_unlocker.tooltip.0": "含有%s。",
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"item.hexcasting.creative_unlocker.for_emphasis": "无限媒质",
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"item.hexcasting.creative_unlocker.tooltip.1": "食用以解锁所有有关%s的知识。",
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"item.hexcasting.creative_unlocker.tooltip": "食用以解锁所有有关%s的知识。",
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"item.hexcasting.creative_unlocker.mod_name": "咒法学",
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@ -123,7 +121,8 @@
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"hexcasting.tooltip.abacus": "%d",
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"hexcasting.tooltip.abacus.reset": "重置为0",
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"hexcasting.tooltip.abacus.reset.nice": "nice",
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"hexcasting.tooltip.lens.impetus.mana": "%s 紫水晶粉",
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"hexcasting.tooltip.lens.bee": "%s只蜜蜂",
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"hexcasting.tooltip.lens.bee.single": "%s只蜜蜂",
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"hexcasting.tooltip.lens.impetus.storedplayer": "与%s绑定",
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"hexcasting.tooltip.lens.impetus.storedplayer.none": "未绑定",
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"hexcasting.tooltip.lens.pattern.invalid": "无效图案",
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@ -138,6 +137,10 @@
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"hexcasting.spelldata.unknown": "未知数据(这是个bug)",
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"hexcasting.spelldata.entity.whoknows": "实体(应只会在0.5.0版本前存入的核心上显示,请用书吏之精思和书吏之策略修复)",
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"hexcasting.spelldata.akashic.nopos": "阿卡夏记录无法读取此处iota(这是个bug)",
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"hexcasting.tooltip.mana": "%s 紫水晶粉",
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"hexcasting.tooltip.mana_amount": "含有:%s(%s)",
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"hexcasting.tooltip.mana_amount.advanced": "含有:%s/%s(%s)",
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"gui.hexcasting.spellcasting": "咒术网格",
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"tag.hexcasting.wands": "咒术法杖",
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@ -145,13 +148,15 @@
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"tag.hexcasting.akashic_planks": "启迪木板",
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"tag.hexcasting.phial_base": "空试剂瓶",
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"emi.category.hexcasting.brainsweep": "剥离意识",
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"emi.category.hexcasting.craft.battery": "制作试剂瓶",
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"emi.category.hexcasting.edify": "启迪树苗",
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"emi.category.hexcasting.villager_leveling": "职业等级",
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"emi.category.hexcasting.villager_profession": "村民职业",
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"advancement.hexcasting:root": "咒法学研究",
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"advancement.hexcasting:root.desc": "在地底深处找到不断生长着的、凝聚的媒质",
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"advancement.hexcasting:root.desc": "在地底深处找到并采集不断生长着的、凝聚的媒质",
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"advancement.hexcasting:enlightenment": "获得启迪",
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"advancement.hexcasting:enlightenment.desc": "因施放咒术至生命将尽而几近疯狂",
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"advancement.hexcasting:enlightenment.desc": "施放咒术至生命将尽来击碎屏障",
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"advancement.hexcasting:wasteful_cast": "勤俭节约……",
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"advancement.hexcasting:wasteful_cast.desc": "施放咒术时浪费巨量媒质",
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"advancement.hexcasting:big_cast": "……吃穿不缺",
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@ -159,7 +164,7 @@
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"advancement.hexcasting:y_u_no_cast_angy": "盲目绘制",
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"advancement.hexcasting:y_u_no_cast_angy.desc": "尝试根据卷轴施放法术,然后失败",
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"advancement.hexcasting:opened_eyes": "恍然大悟",
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"advancement.hexcasting:opened_eyes.desc": "用你的一部分意识向自然换取一个咒术",
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"advancement.hexcasting:opened_eyes.desc": "用你的一部分意识向自然换取一个咒术。让自然再拿些又会怎样呢?",
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"stat.hexcasting.mana_used": "消耗媒质数量(以紫水晶粉计)",
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"stat.hexcasting.mana_overcasted": "过度施法消耗媒质数量(以紫水晶粉计)",
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@ -178,7 +183,10 @@
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"hexcasting.pattern.unknown": "未知图案资源 %s",
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"hexcasting.debug.mana_withdrawn": "%s - 取出的魔力:%s",
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"hexcasting.debug.mana_withdrawn.with_dust": "%s - 取出的魔力:%s(计%s个紫水晶粉)",
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"hexcasting.debug.mana_inserted": "%s - 存入的魔力:%s",
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"hexcasting.debug.mana_inserted.with_dust": "%s - 取出的魔力:%s(计%s个紫水晶粉)",
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"hexcasting.debug.all_mana": "所有魔力",
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"hexcasting.debug.infinite_mana": "无限",
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"hexcasting.message.cant_overcast": "这个咒术需求的媒质量比我有的还多……我应该再算几遍。",
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"hexcasting.message.cant_great_spell": "奇怪,法术没起效……也许我还不够熟练?",
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@ -198,6 +206,36 @@
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"hexcasting.subtitles.scroll.scribble": "卷轴:被涂写",
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"hexcasting.subtitles.impetus.fletcher.tick": "制箭师促动石:咔哒",
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"hexcasting.subtitles.impetus.cleric.register": "牧师促动石:叮~",
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"_comment": "hexcasting.spell.book keys override the name of a pattern in the patchouli book if present",
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"hexcasting.spell.book.hexcasting:get_entity_height": "测高仪之纯化",
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"hexcasting.spell.book.hexcasting:get_entity/animal": "实体之纯化:动物",
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"hexcasting.spell.book.hexcasting:get_entity/monster": "实体之纯化:怪物",
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"hexcasting.spell.book.hexcasting:get_entity/item": "实体之纯化:物品",
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"hexcasting.spell.book.hexcasting:get_entity/player": "实体之纯化:玩家",
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"hexcasting.spell.book.hexcasting:get_entity/living": "实体之纯化:生物",
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"hexcasting.spell.book.hexcasting:zone_entity": "区域之馏化:任意",
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"hexcasting.spell.book.hexcasting:zone_entity/animal": "区域之馏化:动物",
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"hexcasting.spell.book.hexcasting:zone_entity/monster": "区域之馏化:怪物",
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"hexcasting.spell.book.hexcasting:zone_entity/item": "区域之馏化:物品",
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"hexcasting.spell.book.hexcasting:zone_entity/player": "区域之馏化:玩家",
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"hexcasting.spell.book.hexcasting:zone_entity/living": "区域之馏化:生物",
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"hexcasting.spell.book.hexcasting:zone_entity/not_animal": "区域之馏化:非动物",
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"hexcasting.spell.book.hexcasting:zone_entity/not_monster": "区域之馏化:非怪物",
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"hexcasting.spell.book.hexcasting:zone_entity/not_item": "区域之馏化:非物品",
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"hexcasting.spell.book.hexcasting:zone_entity/not_player": "区域之馏化:非玩家",
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"hexcasting.spell.book.hexcasting:zone_entity/not_living": "区域之馏化:非生物",
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"hexcasting.spell.book.hexcasting:mul_dot": "乘法之馏化",
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"hexcasting.spell.book.hexcasting:div_cross": "除法之馏化",
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"hexcasting.spell.book.hexcasting:arcsin": "反正弦之纯化",
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"hexcasting.spell.book.hexcasting:arccos": "反余弦之纯化",
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"hexcasting.spell.book.hexcasting:arctan": "反正切之纯化",
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"hexcasting.spell.book.hexcasting:const/vec/x": "向量之精思,+X/-X型",
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"hexcasting.spell.book.hexcasting:const/vec/y": "向量之精思,+Y/-Y型",
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"hexcasting.spell.book.hexcasting:const/vec/z": "向量之精思,+Z/-Z型",
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"hexcasting.spell.book.hexcasting:number": "数字之精思",
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"hexcasting.spell.book.hexcasting:mask": "簿记员之策略",
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"hexcasting.spell.hexcasting:get_caster": "意识之精思",
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"hexcasting.spell.hexcasting:get_entity_pos": "指南针之纯化",
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@ -302,7 +340,7 @@
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"hexcasting.spell.hexcasting:recharge": "重新充能",
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"hexcasting.spell.hexcasting:erase": "清除物品",
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"hexcasting.spell.hexcasting:create_water": "制造水源",
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"hexcasting.spell.hexcasting:destroy_water": "清除水源",
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"hexcasting.spell.hexcasting:destroy_water": "清除流体",
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"hexcasting.spell.hexcasting:ignite": "点燃方块",
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"hexcasting.spell.hexcasting:extinguish": "广域熄灭",
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"hexcasting.spell.hexcasting:conjure_block": "构筑方块",
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@ -353,16 +391,13 @@
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"hexcasting.spell.hexcasting:const/vec/nx": "向量之精思,-X型",
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"hexcasting.spell.hexcasting:const/vec/ny": "向量之精思,-Y型",
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"hexcasting.spell.hexcasting:const/vec/nz": "向量之精思,-Z型",
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"hexcasting.spell.hexcasting:const/vec/x": "向量之精思,+X/-X型",
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"hexcasting.spell.hexcasting:const/vec/y": "向量之精思,+Y/-Y型",
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"hexcasting.spell.hexcasting:const/vec/z": "向量之精思,+Z/-Z型",
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"hexcasting.spell.hexcasting:const/vec/0": "向量之精思,零型",
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"hexcasting.spell.hexcasting:const/double/pi": "弧之精思",
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"hexcasting.spell.hexcasting:const/double/tau": "圆之精思",
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"hexcasting.spell.hexcasting:const/double/e": "欧拉之精思",
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"hexcasting.spell.hexcasting:number": "数字之精思",
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"hexcasting.spell.hexcasting:mask": "簿记员之策略",
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"hexcasting.spell.unknown": "特殊操作",
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"hexcasting.spell.unknown": "未知图案",
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"hexcasting.spell.hexcasting:interop/gravity/get": "引力之纯化",
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"hexcasting.spell.hexcasting:interop/gravity/set": "改变引力",
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@ -697,7 +732,7 @@
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"hexcasting.entry.akashiclib": "阿卡夏图书馆",
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"hexcasting.page.akashiclib.1": "我所知甚多,将所知存于某处是唯一正途。信息能用书本存储但徒手书写以眼阅读非常非常非常非常$(italic)缓慢/$。我需要更好的方法。并且我必将找到。$(br2)……我的意识每况愈下……不知道我还有没有时间赶在满溢头脑的知识消散之前记下它们。",
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"hexcasting.page.akashiclib.2": "一座图书馆。我的计划,如下。$(br2)就和图案与操作的对应关系一样,我能以我自己的方式将自创的图案与 iota 对应起来。$(l:greatwork/akashiclib)$(item)阿卡夏记录/$是图书馆的控制核心,而每个$(l:greatwork/akashiclib)$(item)阿卡夏书架/$存储一个映射。它们必须互相连接,直接贴在一起。$(l:greatwork/akashiclib)$(item)阿卡夏桥接块/$没有存储功能但被视为连接方块,从而增加图书馆的大小。",
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"hexcasting.page.akashiclib.2": "一座图书馆。我的计划,如下。$(br2)就和图案与操作的对应关系一样,我能以我自己的方式将自创的图案与 iota 对应起来。$(l:greatwork/akashiclib)$(item)阿卡夏记录/$是图书馆的控制核心,而每个$(l:greatwork/akashiclib)$(item)阿卡夏书架/$存储一个映射。它们必须互相连接,直接贴在一起,不超过 32 格。$(l:greatwork/akashiclib)$(item)阿卡夏桥接块/$没有存储功能但被视为连接方块,从而增加图书馆的大小。",
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"hexcasting.page.akashiclib.akashic_record": "存储和分配图案非常简单但太过磨人,我还有更要紧的事要做。剥离一个精于此道的意识能省很多麻烦。",
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"hexcasting.page.akashiclib.3": "图书馆的使用方法很简单,交给图书管理员一个图案,然后他把对应的 iota 交给你。共有两个相关图案,$(l:patterns/akashic_patterns)笔记在此/$。$(br2)对书架使用一张空白的$(l:items/scroll)$(item)卷轴/$就能将图案复制到$(l:items/scroll)$(item)卷轴/$上。潜行时右击书架就能清除其中数据。",
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@ -723,7 +758,6 @@
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"hexcasting.page.basics_pattern.raycast/entity": "与$(l:patterns/basics#hexcasting:raycast)$(action)弓箭手之馏化/$类似,但会返回我所看的$(italic)实体/$。消耗极少量$(#74b3f2)媒质/$。",
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"hexcasting.entry.numbers": "数字常量",
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"hexcasting.page.numbers.1.header": "数字之精思",
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"hexcasting.page.numbers.1": "没有绘制数字的简单方法,这点挺烦人的。自然屈尊为我们创造的方法如下。",
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"hexcasting.page.numbers.2": "首先,绘制左页两图案中的一种,默认数值为 0。然后,每一画的$(italic)方向/$会以对应方式修改该数值。$(li)前方:加 1$(li)左前方:加 5$(li)右前方:加 10$(li)左后方:乘 2$(li)右后方:除以 2$(br)顺时针绘制,也即左页右图,会在绘制完成后取相反数(如左图逆时针绘制则不取)。$(p)绘制完成后会返回对应数。",
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"hexcasting.page.numbers.example.10.header": "例图一",
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@ -797,7 +831,6 @@
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"hexcasting.page.stackmanip.splat": "移除栈顶的列表,然后依次压入其元素。",
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"hexcasting.page.stackmanip.duplicate": "复制栈顶的 iota。",
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"hexcasting.page.stackmanip.duplicate_n": "移除栈顶的数,然后将现在的栈顶元素复制该数次。(若所给数为 2,则栈顶会有两个同一元素。)",
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"hexcasting.page.stackmanip.mask.header": "书吏之策略",
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"hexcasting.page.stackmanip.mask.1": "一组无限个根据凹槽和横线的顺序来保留或移除栈中元素的操作。",
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"hexcasting.page.stackmanip.mask.2": "假如从左到右绘制书吏之策略,此操作操控的 iota 个数由其横向长度决定。从靠近栈底端开始计入,一条横线代表保留该处元素,一个凹槽代表移除该处元素。$(br2)如果栈从栈底起形如 $(italic)0, 1, 2/$ ,绘制左页例图一,则栈变为 $(italic)1/$;例图二会将栈变为 $(italic)0/$;例图三会将栈变为 $(italic)0, 2/$(栈底的 0 不受影响)。",
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"hexcasting.page.stackmanip.swizzle.1": "根据所给数字代码重排栈顶若干元素。小编码消耗极少量媒质,编码越靠后消耗量越大。",
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"hexcasting.page.basic_spell.explode.2": "强度为 3 的爆炸与苦力怕的爆炸相当,4 则与 TNT 的相当。自然倒是不让我产生强度大于 10 的爆炸。$(br2)奇怪的是,这种爆炸伤不到我。也许是因为这爆炸是$(italic)我/$引起的?$(br2)强度为 0 时消耗极少量媒质,每加一级强度多消耗 3 个$(l:items/amethyst)$(item)紫水晶粉/$。",
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"hexcasting.page.basic_spell.explode.fire.1": "移除栈顶的数和向量,并在所给位置产生一次强度为所给数的带火焰的爆炸。",
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"hexcasting.page.basic_spell.explode.fire.2": "消耗 1 个$(l:items/amethyst)$(item)紫水晶粉/$,每加一级强度多消耗 3 个$(l:items/amethyst)$(item)紫水晶粉/$。就和$(l:patterns/spells/basic#hexcasting:explode)$(action)爆炸/$一模一样,除了带点火。",
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"hexcasting.page.basic_spell.add_motion": "移除栈顶的实体和表示方向的向量,然后将所给实体沿所给方向推动出去。驱动力的强度由向量的模长决定。$(br)消耗向量模长的平方个$(l:items/amethyst)$(item)紫水晶粉/$。",
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"hexcasting.page.basic_spell.add_motion": "移除栈顶的实体和表示方向的向量,然后将所给实体沿所给方向推动出去。驱动力的强度由向量的模长决定。$(br)消耗向量模长的平方个$(l:items/amethyst)$(item)紫水晶粉/$。除对某实体第一次使用外,其他情况额外消耗 1 个。",
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"hexcasting.page.basic_spell.blink": "移除栈顶的实体和表示长度的数,然后将所给实体沿其视线方向向前传送所给长度格。$(br)每传送两格消耗大约 1 个$(l:items/amethyst)$(item)紫水晶碎片/$。",
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"hexcasting.page.basic_spell.beep.1": "移除栈顶的一个向量和两个数。在指定位置以指定$(thing)乐器/$(由第一个数决定)弹奏$(thing)一个音/$(由第二个数决定)。消耗极少量$(#74b3f2)媒质/$。",
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"hexcasting.page.basic_spell.beep.2": "共有 16 种$(thing)乐器/$和 25 种$(thing)音高/$。两者的下标均从 0 开始。$(br2)这些乐器似乎就是$(item)音符盒/$对应的各种乐器,尽管其具体对应关系不得而知。$(br2)不管怎么说,用$(l:items/lens)$(item)探知透镜/$观察$(item)音符盒/$就能得知其乐器对应的数字。",
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@ -912,8 +945,8 @@
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"hexcasting.entry.blockworks": "方块工程",
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"hexcasting.page.blockworks.place_block": "移除一个位置向量,然后挑选一个方块并放在给定位置。$(br)消耗极少量$(#74b3f2)媒质/$。",
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"hexcasting.page.blockworks.break_block": "移除一个位置向量,然后破坏给定位置的方块。此法术能破坏几乎所有钻石镐能破坏的方块。$(br)消耗略多于 1 个$(l:items/amethyst)$(item)紫水晶粉/$。",
|
||||
"hexcasting.page.blockworks.create_water": "在给定位置生成一格水(也即一桶的量)。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉/$。",
|
||||
"hexcasting.page.blockworks.destroy_water": "摧毁给定位置周围的大量液体(不只是水)。消耗大约 2 个$(l:items/amethyst)$(item)充能紫水晶/$。",
|
||||
"hexcasting.page.blockworks.create_water": "在给定位置生成一格水(或给流体容器注入至多一桶水)。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉/$。",
|
||||
"hexcasting.page.blockworks.destroy_water": "清空给定位置的流体容器,或是清除给定位置周围的液体。消耗大约 2 个$(l:items/amethyst)$(item)充能紫水晶/$。",
|
||||
"hexcasting.page.blockworks.conjure_block": "在给定位置构筑一个空灵缥缈却坚硬可触的,闪着光的方块。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉/$。",
|
||||
"hexcasting.page.blockworks.conjure_light": "在给定位置构筑一个发着我染色剂颜色的光的魔法光源。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉/$。",
|
||||
"hexcasting.page.blockworks.bonemeal": "使目标位置的植物或树苗更快成长,就像对其施以$(item)骨粉/$一样。消耗略多于 1 个$(l:items/amethyst)$(item)紫水晶粉/$。",
|
||||
|
@ -950,7 +983,7 @@
|
|||
|
||||
"hexcasting.page.colorize": "我必须在施法时在另一只手中持有$(l:items/pigments)$(item)染色剂/$。施法后,染色剂将被消耗而我意识的颜色也将永久改变(至少是在再次施法前)。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉/$。",
|
||||
|
||||
"hexcasting.page.create_lava.1": "在给定位置生成一格熔岩(也即一桶)。消耗大约 1 个$(l:items/amethyst)$(item)充能紫水晶/$。",
|
||||
"hexcasting.page.create_lava.1": "在给定位置生成一格熔岩(或给流体容器注入至多一桶熔岩)。消耗大约 1 个$(l:items/amethyst)$(item)充能紫水晶/$。",
|
||||
"hexcasting.page.create_lava.2": "建议不要声张自己知道这个法术。某些植物学家对此……比较敏感,至少我听说是这样。$(br2)也罢,确实没人说过探究宇宙最深层的秘密是什么好干的活。",
|
||||
|
||||
"hexcasting.entry.weather_manip": "天气操控",
|
||||
|
@ -962,7 +995,7 @@
|
|||
"hexcasting.page.flight.2": "实体(必须是玩家)将被给予飞行的力量。第一个数字是飞行能持续的时间,第二个数字则是允许飞行区域的半径。如果该玩家飞出了那个区域,或是在空中时时间耗尽,他们所藐视的引力就会出手。极尽其能。$(br2)每米半径、每秒持续时间消耗 1/4 个$(l:items/amethyst)$(item)紫水晶粉/$。",
|
||||
|
||||
"hexcasting.page.teleport.1": "比$(l:patterns/spells/basic#hexcasting:blink)$(action)闪现/$更为强大,此法术能让我传送到世界上几乎任何一处!当然它也有极限,但可比我熟悉的施法距离要远得$(italic)多/$。",
|
||||
"hexcasting.page.teleport.2": "实体会按所给向量偏移出其原有位置。它似乎一直会消耗大约 10 个$(l:items/amethyst)$(item)充能紫水晶/$,不论传送距离。$(br2)当然这种传送也不是尽善尽美的,在传送如玩家般复杂的实体时,实体身上的物品就不会$(italic)非常/$安稳了,它们可能会散落在目的地周围。",
|
||||
"hexcasting.page.teleport.2": "实体会按所给向量偏移出其原有位置。它似乎一直会消耗大约 10 个$(l:items/amethyst)$(item)充能紫水晶/$,不论传送距离。$(br2)当然这种传送也不是尽善尽美的,在传送如玩家般复杂的实体时,实体身上的物品就不会$(italic)非常/$安稳了,它们可能会散落在目的地周围。还有,传送的实体将会被强制从其所乘坐的无生命载具中卸下……但我曾读到过动物可以一起被传送,大概吧。",
|
||||
|
||||
"hexcasting.entry.zeniths": "天顶法术",
|
||||
"hexcasting.page.zeniths.1": "此类法术会给予某一实体一个正面药水效果,与$(l:patterns/spells/nadirs)$(action)天底法术/$类似。然而,它们的$(#74b3f2)媒质/$消耗会按效果强度的$(italic)立方/$计算。",
|
||||
|
@ -988,7 +1021,7 @@
|
|||
|
||||
"hexcasting.entry.interop.gravity": "Gravity Changer",
|
||||
"hexcasting.page.interop.gravity.1": "我发现了获取与改变实体所受引力的操作。挺有趣,也挺让人头晕。$(br2)有趣的是,虽然$(l:patterns/great_spells/flight)$(action)飞行/$是一种卓越法术,且也能操控引力,但这些法术似乎不是这样操控的。我不能理解……也许模组制作者们只是想让玩家们玩得开心。",
|
||||
"hexcasting.page.interop.gravity.get": "获取所给实体的所受引力的主方向上的单位向量。对大多数实体而言,此向量会是向下的:[0, -1, 0]。",
|
||||
"hexcasting.page.interop.gravity.get": "获取所给实体的所受引力的主方向上的单位向量。对大多数实体而言,此向量会是向下的:<0, -1, 0>。",
|
||||
"hexcasting.page.interop.gravity.set": "设置所给实体所受引力的主方向。所给向量会被转换为与其夹角最小的轴向单位向量,如同$(l:patterns/math#hexcasting:coerce_axial)$(action)轴向之纯化/$那样。消耗大约 1 个$(item)充能紫水晶/$。",
|
||||
|
||||
"hexcasting.entry.interop.pehkui": "Pehkui",
|
||||
|
|
Loading…
Reference in a new issue