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@Cyl18-Bot
Created August 11, 2022 03:27
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pr-2354-diff
hexcasting/1.18
英文 中文
Hex Notebook 咒术笔记
Oak Staff 橡木法杖
Spruce Staff 云杉木法杖
Birch Staff 白桦木法杖
Jungle Staff 丛林木法杖
Acacia Staff 金合欢木法杖
Dark Oak Staff 深色橡木法杖
Crimson Staff 绯红木法杖
Warped Staff 诡异木法杖
Edified Staff 启迪木法杖
Focus 核心
Sealed Focus 密封核心
Spellbook 法术书
Cypher 杂件
Trinket 缀品
Artifact 造物
Phial of Media 媒质之瓶
N*merical Mana: %s/%s (%.0f%%) 魔力容量:%s/%s(%.0f%%)
Amethyst Dust 紫水晶粉
Charged Amethyst 充能紫水晶
Scrying Lens 探知透镜
Small Scroll 小型卷轴
How did you get this item of %s 你是咋拿到这个%s物品的
Empty Small Scroll 空白小型卷轴
Medium Scroll 中型卷轴
How did you get this item of %s 你是咋拿到这个%s物品的
Empty Medium Scroll 空白中型卷轴
Large Scroll 大型卷轴
Ancient Scroll of %s %s之远古卷轴
Empty Large Scroll 空白大型卷轴
Abacus 算盘
Jeweler's Hammer 珠宝匠锤
Submarine Sandwich 潜艇三明治
White Pigment 白色染色剂
Orange Pigment 橙色染色剂
Magenta Pigment 品红色染色剂
Light Blue Pigment 淡蓝色染色剂
Yellow Pigment 黄色染色剂
Lime Pigment 黄绿色染色剂
Pink Pigment 粉红色染色剂
Gray Pigment 灰色染色剂
Light Gray Pigment 淡灰色染色剂
Cyan Pigment 青色染色剂
Purple Pigment 紫色染色剂
Blue Pigment 蓝色染色剂
Brown Pigment 棕色染色剂
Green Pigment 绿色染色剂
Red Pigment 红色染色剂
Black Pigment 黑色染色剂
Agender Pigment 无性别染色剂
Aroace Pigment 无浪漫倾向无性恋染色剂
Aromantic Pigment 无浪漫倾向染色剂
Asexual Pigment 无性恋染色剂
Bisexual Pigment 双性恋染色剂
Demiboy Pigment 部分男性染色剂
Demigirl Pigment 部分女性染色剂
Gay Pigment 男同性恋染色剂
Genderfluid Pigment 性别流体染色剂
Genderqueer Pigment 性别酷儿染色剂
Intersex Pigment 双性人染色剂
Lesbian Pigment 女同性恋染色剂
Non-Binary Pigment 非二元性别染色剂
Pansexual Pigment 泛性恋染色剂
Plural Pigment 多重人格染色剂
Transgender Pigment 跨性别染色剂
Soulglimmer Pigment 灵魂闪光染色剂
The Media Cube 媒质立方
Contains %s. 含有%s。
INFINITE MEDIA 无限媒质
Consume to unlock all %s knowledge. 食用以解锁所有有关%s的知识。
Hexcasting 咒法学
Conjured Block 构筑的方块
Blank Slate 空白石板
Patterned Slate 有图案的石板
Empty Impetus 空白促动石
Mason Directrix 石匠导向石
Empty Directrix 空白导向石
Toolsmith Impetus 工具匠促动石
Fletcher Impetus 制箭师促动石
Cleric Impetus 牧师促动石
Akashic Record 阿卡夏记录
Akashic Bookshelf 阿卡夏书架
Akashic Ligature 阿卡夏桥接块
Block of Slate 板岩块
Block of Amethyst Dust 紫水晶粉块
Amethyst Tiles 紫水晶瓦
Scroll Paper 纸卷轴
Ancient Scroll Paper 远古纸卷轴
Paper Lantern 纸灯笼
Ancient Paper Lantern 远古纸灯笼
Amethyst Sconce 紫水晶灯台
Edified Log 启迪原木
Stripped Edified Log 去皮启迪原木
Edified Wood 启迪木
Stripped Edified Wood 去皮启迪木
Edified Planks 启迪木板
Edified Panel 启迪木块
Edified Tile 启迪木方砖
Edified Door 启迪木门
Edified Trapdoor 启迪木活板门
Edified Stairs 启迪木楼梯
Edified Slab 启迪木台阶
Edified Button 启迪木按钮
Edified Pressure Plate 启迪木压力板
Amethyst Edified Leaves 晶紫启迪树叶
Aventurine Edified Leaves 砂蓝启迪树叶
Citrine Edified Leaves 晶黄启迪树叶
Hexcasting 咒法学
Hexcasting 咒法学
Selected Page %d/%d 所选书页 %d/%d
Selected Page %d/%d (%s) 所选书页 %d/%d(%s)
Selected Page %d/%d ("%s") 所选书页 %d/%d(“%s”)
Selected Page %d/%d ("%s") (%s) 所选书页 %d/%d(“%s”)(%s)
Sealed 已密封
Empty 空白
Empty (%s) 空白(%s)
Reset to 0 重置为0
%s dust %s 紫水晶粉
Bound to %s 与%s绑定
Unbound 未绑定
Invalid Pattern 无效图案
Record at %s 记录于%s
%s iotas stored 存有%s个iota
%s iota stored 存有%s个iota
Level %s or higher %s级或以上
Level %s %s级
Mindless Body 无意识的躯体
Contains: %s 存有:%s
Anything 任意
Unknown data (this is a bug) 未知数据(这是个bug)
An Entity (this should only show up if this was stored before the 0.5.0 update, use Scribe's Reflection, Scribe's Gambit to fix) 实体(应只会在0.5.0版本前存入的核心上显示,用书吏之精思和书吏之策略修复)
The owning record does not know of any iota here (this is a bug) 阿卡夏记录无法读取此处iota(这是个bug)
Hex Grid 咒术网格
Hex Staves 咒术法杖
Edified Logs 启迪原木
Edified Planks 启迪木板
Empty Phials 空试剂瓶
Flay Mind 剥离意识
Trade Leveling 职业等级
Villager Profession 村民职业
Hexcasting Research 咒法学研究
Find a concentrated form of media growing deep beneath the earth. 在地底深处找到不断生长着的,凝聚的媒质
Achieve Enlightenment 获得启迪
Go nearly insane from casting a hex using almost all of your health. 因施放咒术至生命将尽而几近疯狂
Waste Not... 勤俭节约……
Waste a large amount of media when casting a hex. 施放咒术时浪费巨量媒质
... Want Not ……吃穿不缺
Cast a single spell requiring a truly huge amount of media. 耗费巨量媒质以施放一个咒术
Blind Diversion 盲目绘制
Try to cast a spell from a scroll, but fail. 尝试根据卷轴施放法术,然后失败
Opened Eyes 恍然大悟
Have nature take a piece of your mind in payment for a hex. 用你的一部分意识向自然换取一个咒术
Media Consumed (in dust) 消耗媒质数量(以紫水晶粉计)
Media Overcast (in dust) 过度施法消耗媒质数量(以紫水晶粉计)
Patterns Drawn 绘制图案次数
Spells Cast 施放法术次数
%s's mind was subsumed into energy %s的意识消散为了能量
Patterns in this world: 此世界特有的图案:
Gave you all %d scrolls 给予所有%d张卷轴
Gave you %s with id %s 给予ID为%2$s的%1$s
Recalculated patterns 已重生成特有图案
Brainswept %s 已清除%s的意识
%s is not a villager %s不是村民
%s is already empty %s早已没有了意识
Unknown pattern resource location %s 未知图案资源 %s
%s - Mana withdrawn: %s %s - 取出的魔力:%s
%s - Mana withdrawn: %s (%s in dust) %s - 取出的魔力:%s(计%s个紫水晶粉)
Entire contents 所有魔力
That Hex needed more media than I had... I should double-check my math. 这个咒术需求的媒质量比我有的还多……我应该再算几遍。
The spell failed, somehow... am I not skilled enough? 奇怪,法术没起效……也许我还不够熟练?
Starting pattern 开始绘制
Adding line 绘制线段
Adding pattern 绘制图案
Pattern fails 图案:失效
Hex grid hums 咒术网格:嗡鸣
Hex casts 咒术:施放
Abacus clicks 算盘:咔哒
Abacus shakes 算盘:摇晃
Spell circle crackles 法术环:噼啪作响
Spell circle fizzles out 法术环:失效
Spell circle casts 法术环:施法
Scroll covers with dust 卷轴:被施粉
Scroll is scribbled 卷轴:被涂写
Fletcher Impetus ticks 制箭师促动石:咔哒
Cleric Impetus dings 牧师促动石:叮~
Mind's Reflection 意识之精思
Compass' Purification 指南针之纯化
Alidade's Purification 照准仪之纯化
Stadiometer's Prfn. 测高仪之纯化
Pace Purification 步伐之纯化
Archer's Distillation 弓箭手之馏化
Architect's Distillation 建筑师之馏化
Scout's Distillation 侦查员之馏化
Waystone Reflection 指路石之精思
Lodestone Reflection 磁石之精思
Lesser Fold Reflection 次要折角之精思
Greater Fold Reflection 主要折角之精思
Integration Distillation 整合之馏化
Combination Distillation 组合之馏化
Selection Distillation 选择之馏化
Thoth's Gambit 托特之策略
Abacus Purification 算盘之纯化
Single's Purification 单体之纯化
Vacant Reflection 空无之精思
Retrograde Purification 逆行之纯化
Flock's Gambit 群体之策略
Flock's Disintegration 群体之拆解
Locator's Distillation 定位器之馏化
Excisor's Distillation 切除器之馏化
Selection Exaltation 选择之提整
Surgeon's Exaltation 外科医师之提整
Speaker's Distillation 演讲者之馏化
Speaker's Decomposition 演讲者之分解
Entity Purification 实体之纯化
Entity Prfn.: Animal 实体之纯化:动物
Entity Prfn.: Monster 实体之纯化:怪物
Entity Prfn.: Item 实体之纯化:物品
Entity Prfn.: Player 实体之纯化:玩家
Entity Prfn.: Living 实体之纯化:生物
Zone Dstl.: Any 区域之馏化:任意
Zone Dstl.: Animal 区域之馏化:动物
Zone Dstl.: Monster 区域之馏化:怪物
Zone Dstl.: Item 区域之馏化:物品
Zone Dstl.: Player 区域之馏化:玩家
Zone Dstl.: Living 区域之馏化:生物
Zone Dstl.: Non-Animal 区域之馏化:非动物
Zone Dstl.: Non-Monster 区域之馏化:非怪物
Zone Dstl.: Non-Item 区域之馏化:非物品
Zone Dstl.: Non-Player 区域之馏化:非玩家
Zone Dstl.: Non-Living 区域之馏化:非生物
Nullary Reflection 空元之精思
Gemini Decomposition 双子之分解
Gemini's Gambit 双子之策略
Flock's Reflection 群体之精思
Jester's Gambit 弄臣之策略
Fisherman's Gambit 渔夫之策略
Swindler's Gambit 骗徒之策略
Additive Distillation 加法之馏化
Subtractive Distillation 减法之馏化
Multiplicative Dstl. 乘法之馏化
Division Dstl. 除法之馏化
Length Purification 长度之纯化
Power Distillation 乘方之馏化
Vector Exaltation 向量之提整
Vector Disintegration 向量之拆解
Intersection Distillation 交叉之馏化
Unifying Distillation 统一之馏化
Exclusionary Distillation 排斥之馏化
Inversion Purification 反相之纯化
Uniqueness Purification 唯一之纯化
Conjunction Distillation 合取之馏化
Disjunction Distillation 析取之馏化
Exclusion Distillation 互斥之馏化
Floor Purification 取底之纯化
Ceiling Purification 取顶之纯化
Modulus Distillation 余数之馏化
Maximus Distillation 至大之馏化
Minimus Distillation 至小之馏化
Maximus Distillation II 至大之馏化,第二型
Minimus Distillation II 至小之馏化,第二型
Equality Distillation 相等之馏化
Inequality Distillation 不等之馏化
Negation Purification 取非之纯化
Identity Purification 本征之纯化
Sine Purification 正弦之纯化
Cosine Purification 余弦之纯化
Tangent Purification 正切之纯化
Inverse Sine Prfn. 反正弦之纯化
Inverse Cosine Prfn. 反余弦之纯化
Inverse Tangent Prfn. 反正切之纯化
Entropy Reflection 熵之精思
Logarithmic Distillation 对数之馏化
Axial Purification 轴向之纯化
Reveal 揭示
Make Note 弹奏音符
Explosion 爆炸
Fireball 火球
Impulse 驱动
Blink 闪现
Break Block 破坏方块
Place Block 放置方块
Craft Cypher 制作杂件
Craft Trinket 制作缀品
Craft Artifact 制作造物
Craft Phial 制作试剂瓶
Recharge Item 重新充能
Erase Item 清除物品
Create Water 制造水源
Destroy Water 清除水源
Ignite Block 点燃方块
Extinguish Area 广域熄灭
Conjure Block 构筑方块
Conjure Light 构筑光源
Overgrow 催生
Edify Sapling 启迪树苗
Internalize Pigment 内化染色剂
Summon Sentinel 召唤哨卫
Banish Sentinel 驱除哨卫
Locate Sentinel 定位哨卫
Wayfind Sentinel 寻路至哨卫
White Sun's Nadir 白阳西沉
Blue Sun's Nadir 蓝阳西沉
Black Sun's Nadir 黑阳西沉
Red Sun's Nadir 红阳西沉
Green Sun's Nadir 绿阳西沉
White Sun's Zenith 白阳当空
Blue Sun's Zenith 蓝阳当空
Black Sun's Zenith 黑阳当空
Red Sun's Zenith 红阳当空
Green Sun's Zenith 绿阳当空
Flight 飞行
Summon Lightning 召雷
Summon Rain 召雨
Dispel Rain 驱雨
Create Lava 制造熔岩
Greater Teleport 卓越传送
Flay Mind 剥离意识
Summon Greater Sentinel 召唤卓越哨卫
Introspection 内省
Retrospection 反思
Consideration 考察
Hermes' Gambit 赫尔墨斯之策略
Charon's Gambit 卡戎之策略
Muninn's Reflection 雾尼之精思
Huginn's Gambit 福金之策略
Scribe's Reflection 书吏之精思
Scribe's Gambit 书吏之策略
Auditor's Reflection 审计员之精思
Auditor's Purification 审计员之纯化
Auditor's Purification II 审计员之纯化,第二型
Akasha's Distillation 阿卡夏之馏化
Akasha's Gambit 阿卡夏之策略
Scribe's Purification 书吏之纯化
Vector Reflection +X 向量之精思,+X型
Vector Reflection +Y 向量之精思,+Y型
Vector Reflection +Z 向量之精思,+Z型
Vector Reflection -X 向量之精思,-X型
Vector Reflection -Y 向量之精思,-Y型
Vector Reflection -Z 向量之精思,-Z型
Vector Rfln. +X/-X 向量之精思,+X/-X型
Vector Rfln. +Y/-Y 向量之精思,+Y/-Y型
Vector Rfln. +Z/-Z 向量之精思,+Z/-Z型
Vector Reflection Zero 向量之精思,零型
Arc's Reflection 弧之精思
Circle's Reflection 圆之精思
Euler's Reflection 欧拉之精思
Numerical Reflection 数字之精思
Bookkeeper's Gambit 簿记员之策略
Special Handler 特殊操作
Gravitational Purification 引力之纯化
Alter Gravity 改变引力
Gulliver's Purification 格列佛之纯化
Alter Scale 改变缩放
That pattern isn't associated with any action 该图案不对应任何操作
Expected to evaluate a pattern, but evaluated %s instead 本应运行一个图案,而实际运行了%s
%s expected %s at index %s of the stack, but got %s %1$s本应在栈下标为%3$s处接受%2$s,而实际接受了%4$s
a number 一个数
a vector 一个向量
a list 一个列表
an influence 一个虚指
a pattern 一个图案
an item entity 一个物品实体
a player 一个玩家
a villager 一个村民
a living entity 一个生物
an entity 一个实体
(unknown, uh-oh, this is a bug) (未知,这是个bug)
a number or vector 一个数或向量
a number or list 一个数或列表
a list of patterns 一个由图案组成的列表
an integer 一个整数
a number between %d and %d 一个介于%d和%d之间的数
an integer between %d and %d 一个介于%d和%d之间的整数
something evaluatable 可运行的事物
%s expected %s or more arguments but the stack was only %s tall %s本应接受%s个或以上参数,而实际栈中元素数为%s
Used Retrospection without first using Introspection 在绘制反思前未先绘制内省
%s is out of range for %s %s超出了%s的影响范围
%s is not within the world %s不在此世界内
%s is too close to the boundary of the world %s离世界边界太近了
%s cannot see %s from %s %1$s无法在%3$s中影响到%2$s
%s is out of range for %s %s超出了%s的影响范围
%s cannot alter %s %s无法影响到%s
Recursively evaluated too deep 递归深度过大
%s needs %s but got nothing %s需要%s,而实际无对应物品
%s needs %s in the other hand but got nothing %s需要在另一只手里持有%s,而实际无对应物品
%s needs %s but got %dx %s %s需要%s,而实际持有%dx%s
%s needs %s in the other hand but got %dx %s %s需要在另一只手里持有%s,而实际持有%dx%s
a place to store iotas 一个可以存储iota的地方
a place to read iotas from 一个可以读出iota的地方
a place to write iotas to 一个可以写入iota的地方
a place that will accept %s 一个能够接受%s的地方
a media-containing item 含有媒质的物品
a raw media item 天然含有媒质的物品
exactly one item 仅一个物品
an eraseable item 一个可清除的物品
a glass bottle 一个玻璃瓶
a rechargable item 一个可重新充能的物品
a pigment 一个染色剂
Expected %s at %s, but got %s 本应在%2$s处接受%1$s,而实际接受了%3$s
a sapling 一个树苗
somewhere to place a block 放置方块的地方
The %s rejected the villager's mind %s排斥此村民的意识
The villager has already been used 此村民已被使用
%s requires a spell circle %s需在法术环上执行
Tried to invade the privacy of %s's soul 试图侵犯%s的灵魂的隐私
Attempted to divide %s by %s 试图用%2$s除%1$s
Attempted to project %s onto %s 试图将%s投影至%s
Attempted to raise %s to the %s 试图计算%s的%s
Attempted to get the logarithm of %s in base %s 试图计算%s以%s为底的对数
zero
zeroth power 零次幂
the zero vector 零向量
power of %s %s次幂
the sine of %s %s的正弦
the cosine of %s %s的余弦
No Akashic Record at %s %s处无阿卡夏记录
%s has been disallowed by the server admins %s已被服务器管理员禁止施法
%s has been disallowed in spell circles by the server admins %s已被服务器管理员禁止使用法术环
Tried to use a value of invalid type as a SpellDatum: %s (class %s). This is a bug in the mod. 尝试将某无效类型的值用作SpellDatum:%s(class %s)。这是模组中的bug。
%s threw an exception (%s). This is a bug in the mod. %s抛出异常(%s)。这是模组中的bug。
I seem to have discovered a new method of magical arts, in which one draws patterns strange and wild onto a hexagonal grid. It fascinates me. I've decided to start a journal of my thoughts and findings.$(br2)$(l:https://discord.gg/4xxHGYteWk)Discord Server Link/$ 我似乎发现了一种全新的魔法,一种在六边形网格上画各式奇诡图案的魔法。它深深地迷住了我。我决定着手撰写一本记述我对此的想法和研究的笔记。$(br2)$(l:https://discord.gg/4xxHGYteWk)Discord链接/$
Getting Started 初入咒法
The practitioners of this art would cast their so-called _Hexes by drawing strange patterns in the air with a $(l:items/staff)$(item)staff/$-- or craft $(l:items/hexcasting)$(item)powerful magical items/$ to do the casting for them. How might I do the same? 研究这种魔法的人士会用$(l:items/staff)$(item)法杖/$在空中绘制奇异的图案来施放他们口中的“$(hex)咒术/$”,他们也会让$(l:items/hexcasting)$(item)强大的魔法物品/$替他们施法。我应该也可以这样做?
Hex Casting 咒法学
I've started to understand how the old masters cast their _Hexes! It's a bit complicated, but I'm sure I can figure it out. Let's see... 我好像已经开始理解以前的咒法师们是如何施放$(hex)咒术/$的了!虽然有些复杂,但我坚信我能理清其中脉络。继续研究吧……
Items 物品
I devote this section to the magical and mysterious items I might encounter in my studies.$(br2)It seems like many of these items have uses when held alongside my $(l:items/staff)$(item)staff/$. I suppose I will have to choose what goes in my other hand carefully. 这部分主要介绍我在研究过程中可能要用到的魔法物品和各类神秘物品。$(br2)似乎这里面的许多物品在和$(l:items/staff)$(item)法杖/$一起持有的时候就会起效。我想我应该谨慎考虑另一只手里要拿什么物品。
The Great Work 卓伟之作
I have seen... so much. I have... experienced... annihilation and deconstruction and reconstruction. I have seen the atoms of the world screaming as they were inverted and subverted and demoted to energy. I have seen I have seen I have s$(k)get stick bugged lmao/$ 我所见……甚多。我已……经历……湮灭与解构与重构。我已听闻世上的原子在被翻转而后被搅乱而后消散为能量时的尖啸。我已见我已见我已冂$(k)get stick bugged lmao/$
Patterns 图案
A list of all the patterns I've discovered, as well as what they do. 我所发现的各式图案,和它们的功用。
Spells 法术
Patterns and actions that perform a magical effect on the world. 能以魔法影响到世界的图案和操作。
Great Spells 卓越法术
The spells catalogued here are purported to be of legendary difficulty and power. They seem to have been recorded only sparsely (for good reason, the texts claim). It's probably just the hogwash of extinct traditionalists, though-- a pattern's a pattern. What could possibly go wrong? 这类法术据信极难施放,但也极为强力。记载它们的文献极为少见(据称理由充分)。这些也许只是某些消亡的传统主义者口中的胡言乱语,不过——它们只是简单的图案罢了,试试看又能出什么错呢?
Media 媒质
_Media is a form of mental energy external to a mind. All living creatures generate trace amounts of _media when thinking about anything; after the thought is finished, the media is released into the environment.$(br2)The art of casting _Hexes is all about manipulating _media to do your bidding. $(media)媒质/$是一种独立于意识的思维能量。所有生物都会在思考时产生痕量的$(media)媒质/$,而在这一思考过程结束后,产生的媒质就会释放至环境中。$(br2)所谓施放$(hex)咒术/$,就是操纵$(media)媒质/$以达成你的目的的过程。
_Media can exert influences on other media-- the strength and type of influence can be manipulated by drawing _media out into patterns.$(p)Scholars of the art used a concentrated blob of _media on the end of a stick: by waving it in the air in precise configurations, they were able to manipulate enough _media with enough precision to influence the world itself, in the form of a _Hex. $(media)媒质/$可以影响其他媒质,而这种影响的强度和种类都可通过将$(media)媒质/$绘制为各式图案来进行控制。$(p)研究这种魔法的学者则会使用接在木棍一端的浓缩的$(media)媒质/$。只要在空中按特定模式挥舞,学者们就能以足够的精度操控足量的$(media)媒质/$来影响世界,也即“$(hex)咒术/$”。
Sadly, even a fully sentient being (like myself, presumably) can only generate miniscule amounts of _media. It would be quite impractical to try and use my own brainpower to cast Hexes.$(br2)But legend has it that there are underground deposits where _media slowly accumulates, growing into crystalline forms.$(p)If I could just find one of those... 遗憾的是,就算感知能力较强的生物(也许我自己也算)也只能产生微量的$(media)媒质/$。只凭自己的大脑来施放咒术不太实际。$(br2)但传说地下存在着特殊的矿床,$(media)媒质/$会在其中缓慢累积,并生长为晶体。$(p)真希望我能找到一处……
Geodes 晶洞
Aha! While mining deep underground, I found an enormous geode resonating with energy-- energy which pressed against my skull and my thoughts. And now, I hold that pressure in my hand, in solid form. That proves it. This $(italic)must/$ be the place spoken about in legends where _media accumulates.$(br2)These $(l:items/amethyst)$(item)amethyst crystals/$ must be a $(l:items/amethyst)$(thing)convenient, solidified form of _Media/$. 啊哈!在地下挖矿时,我找到了一个巨大的、满溢着能量的晶洞。其中的能量压迫着我的颅骨和思维。而现在,我手里就有一块那种压迫的来源,一块固体。传说是真的。这块固体$(italic)一定/$就是传说中$(media)媒质/$累积的产物。$(br2)这些$(l:items/amethyst)$(item)紫水晶/$肯定就是$(l:items/amethyst)$(thing)一种便于使用的,固态的$(media)媒质/$。
It appears that, in addition to the $(l:items/amethyst)$(item)Amethyst Shards/$ I have seen in the past, these crystals can also drop bits of powdered $(l:items/amethyst)$(item)Amethyst Dust/$, as well as these $(l:items/amethyst)$(item)Charged Amethyst Crystals/$. It looks like I'll have a better chance of finding the $(l:items/amethyst)$(item)Charged Amethyst Crystals/$ by using a Fortune pickaxe. 似乎除了我往常碰到的$(l:items/amethyst)$(item)紫水晶碎片/$,这些水晶还会掉落些许粉末状的$(l:items/amethyst)$(item)紫水晶粉/$,也有可能掉落$(l:items/amethyst)$(item)充能紫水晶/$。而且好像附有时运的镐子挖出$(l:items/amethyst)$(item)充能紫水晶/$的概率更大。
As I take the beauty of the crystal in, I can feel connections flashing wildly in my mind. It's like the _media in the air is entering me, empowering me, elucidating me... It feels wonderful.$(br2)Finally, my study into the arcane is starting to make some sense!$(p)Let me reread those old legends again, now that I know what I'm looking at. 而在欣赏这些水晶的美的时候,我能感受到某种连接迅速闪过我的意识。就好像空气中的$(media)媒质/$正在流入我的脑海,正给予我更强的力量,正为我启迪全新知识……这种感觉真不错。$(br2)我总算是入门了!$(p)我要再读几遍那些古老的传说,我总算能理解我在读什么了。
A Frustration 挫折
Argh! Why won't it let me cast the spell?!$(br2)The scroll I found rings with authenticity. I can $(italic)feel/$ it humming in the scroll-- the pattern is true, or as true as it can be. The spell is $(italic)right there/$.$(p)But it feels as if it's on the other side of some thin membrane. I called it-- it tried to manifest-- yet it $(italic)COULD NOT/$. 为什么我就是施不了这个法术?!$(br2)我找到的卷轴货真价实。我能$(italic)感受/$到卷轴的嗡鸣——图案是真的,真的不能再真了。法术$(italic)就在里面/$。$(p)但感觉起来它好像处在某种薄膜的另一侧。我试过召唤它——它也想要起效——但它$(italic)做不到/$。
It felt like the barrier may have weakened ever so slightly from the force that I exerted on the spell; yet despite my greatest efforts-- my deepest focus, my finest amethyst, my precisest drawings-- it $(italic)refuses/$ to cross the barrier. It's maddening.$(p)$(italic)This/$ is where my arcane studies end? Cursed by impotence, cursed to lose my rightful powers?$(br2)I should take a deep breath. I should meditate on what I have learned, even if it wasn't very much... 好像那层屏障会因我施法时用的魔力而被缓慢地削弱。但就算我用尽全力——最大程度地专注,最精致的紫水晶,最精确的图案——它$(italic)就是不肯/$跨过那个屏障。真是惹人上火。难道我对魔法的研究就$(p)$(italic)止步于此/$了吗?就因为我无力施法,我就要放弃那些力量了吗?$(br2)深呼吸。我应该仔细回顾我曾学到的知识,就算可能加起来也没多少……
...After careful reflection... I have discovered a change in myself.$(p)It seems... in lieu of $(l:items/amethyst)$(item)amethyst/$, I've unlocked the ability to cast spells using my own mind and life energy-- just as I read of in the legends of old.$(p)I'm not sure why I can now. It's just... the truth-knowledge-burden was always there, and I see it now. I know it. I bear it.$(br2)Fortunately, I feel my limits as well-- I would get approximately two $(l:items/amethyst)$(item)Charged Amethyst/$'s worth of _media out of my health at its prime. ……经过仔细回顾……我发现我自己发生了改变。$(p)似乎……拜$(l:items/amethyst)$(item)紫水晶/$所赐,我能仅凭我自身的意识和生命能量来施放法术,就和传说中说的一样。$(p)我不清楚我为什么做得到。只是……获得真知的代价就在那里,而我现在知道了那个代价是什么。我要去承受它。$(br2)幸运的是,我也清楚我的极限在哪里——我的生命力最旺盛时大概就相当于两个$(l:items/amethyst)$(item)充能紫水晶/$中的$(media)媒质/$。
I shudder to even consider it-- I've kept my mind mostly intact so far, in my studies. But the fact is-- I form one side of a tenuous link.$(p)I'm connected to some other side-- a side whose boundary has thinned from that trauma. A place where simple actions spell out eternal glory.$(p)Is it so wrong, to want it for myself? 只是想想都让我打颤——直到现在,我都在研究中保持了自身意识的大体完整。但这样做的结果就是,我只建立了单向而脆弱的连接。$(p)我与屏障的另一侧是相连的,其间的屏障已因我的挫折而受了削弱。而在屏障的另一侧,仅是简单的操作,就能带来永恒的荣耀。$(p)我想要拥有那份力量,是否就大错特错?
WHAT DID I SEE 我看到了什么?
The texts weren't lying. Nature took its due. 文献没有说错。自然出手了。
That... that was...$(p)...that was one of the $(italic)worst/$ things I've $(italic)ever/$ experienced. I offered my plan to Nature, and got a firm smile and a tearing sensation in return-- a piece of myself breaking away, like amethyst dust in the rain.$(p)I feel lucky to have $(italic)survived/$, much less have the sagacity to write this-- I should declare the matter closed, double-check my math before I cast any more _Hexes, and never make such a mistake again. 那……那是……$(p)……那是我所经历过的$(italic)最糟糕/$的事了。我向自然呈现了我的规划,得来的是一个坚定的笑容和一种被撕裂的感受——我的一部分破碎了,就好像雨中四散的紫水晶粉。$(p)只是$(italic)存活/$下来都是极大的幸事,更不用说有精力写下这些了。这件事该到此为止,我应该在施放$(hex)咒术/$时多算几遍,绝不能再犯这样的错误。
...But.$(br2)But for the scarcest instant, that part of myself... it $(italic)saw/$... $(l:greatwork/the_work)$(thing)something/$. A place-- a design, perhaps? (Such distinctions didn't seem to matter in the face of... that.)$(p)And a... a membrane-barrier-skin-border, separating myself from a realm of raw thought-flow-light-energy. I remember-- I saw-thought-recalled-felt-- the barrier fuzzing at its edges, just so slightly.$(p)I wanted $(italic)through./$ ……但是。$(br2)但是在那最为神圣的一刻,我破碎的那一部分……它$(italic)看见了/$……$(l:greatwork/the_work)$(thing)一些东西/$。一个地方——也许是一件作品?(这种定义对……那种事物来说不值一提)$(p)和一张……一个薄膜-屏障-薄层-界限,将我和单纯的思维-能流-光-能量的领域隔绝开来。我记得——我看见-想到-回忆起-感受到——那个屏障的边缘变得模糊了,稍稍地模糊了。$(p)我想要$(italic)穿过它/$。
I shouldn't. I $(italic)know/$ I shouldn't. It's dangerous. It's too dangerous. The force required... I'd have to bring myself within a hair's breadth of Death itself with a $(italic)single stroke/$.$(br2)But I'm. So. $(italic)Close/$.$(p)$(italic)This/$ is the culmination of my art. This is the $(#54398a)Enlightenment/$ I've been seeking. $(br2)I want more. I need to see it again. I $(italic)will/$ see it.$(p)What is my mortal mind against immortal glory? 但我不应该。我也$(italic)清楚/$我不应该。那很危险。非常非常危险。跨越需要的力量……我必须仅凭$(italic)一次施法/$就让我自己濒临死亡。$(br2)但我,就是,$(italic)不甘心/$。$(p)$(italic)这/$就是我魔法的集大成之作。这就是我所追求的$(#54398a)启迪/$。$(br2)我还想知道更多。我要再看到那场景。我$(italic)必将/$再见。$(p)我脆弱的意识和永恒的荣耀相比,又算得上什么呢?
Hexing 101 咒术101
Casting a _Hex is quite difficult-- no wonder this art was lost to time! I'll have to re-read my notes carefully.$(br2)I can start a _Hex by pressing $(k:use) with a $(l:items/staff)$(item)Staff/$ in my hand-- this will cause a hexagonal grid of dots to appear in front of me. Then I can click and drag from dot to dot to draw patterns in the _media of the grid; finishing a pattern will run its corresponding action (more on that later). 施放$(hex)咒术/$难度颇高,也难怪这门学问早已遗落!我必须要仔细回看我的笔记。$(br2)我可以手持$(l:items/staff)$(item)法杖/$按下$(k:use)来施放$(hex)咒术/$,而后就会浮现一个按六边形网格排列的点阵。然后便可在点阵上单击并拖动以在网格的$(media)媒质/$中绘制图案。绘制完一个图案就会立刻执行其对应的操作(详情见后)。
Once I've drawn enough patterns to cast a spell, the grid will disappear as the _media I've stored up is released. Holding $(k:sneak) while using my $(l:items/staff)$(item)staff/$ will also clear the grid, if I don't mind the chance of mishap. (It seems that the more _media I've built up, the more likely I'll meet misfortune.)$(br2)So how do patterns work? In short:$(li)$(italic)Patterns/$ will execute...$(li)$(italic)Actions/$, which manipulate...$(li)$(l:casting/stack)$(italic)The Stack/$, which is a list of...$(li)$(italic)Iotas/$, which are simply units of information. 当我绘制的图案足以施法时,网格就会消失,而我累积起来的$(media)媒质/$也会被释放。按住$(k:sneak)时使用$(l:items/staff)$(item)法杖/$也能清空网格,如果完全不在乎会不会出现事故的话。(似乎我累积的$(media)媒质/$越多,就越有可能导致事故)$(br2)所以图案是如何起效的呢?简而言之:$(li)$(italic)图案/$会执行……$(li)$(italic)操作/$,其会操控……$(li)$(l:casting/stack)$(italic)栈/$,也即一列表的……$(li)$(italic)Iota/$,就是以单位计的信息。
First, $(thing)patterns/$. These are essential-- they're what I use to manipulate the _media around me. Certain patterns, when drawn, will cause $(thing)actions/$ to happen. Actions are what actually $(italic)do/$ the magic; all patterns influence _media in particular ways, and when those influences end up doing something useful, we call it an action.$(br2)_Media can be fickle: if I draw an invalid pattern, I'll get some $(l:casting/influences)$(action)garbage/$ result somewhere on my stack (read on...) 首先,$(thing)图案/$。它们是咒术的必需物,可用它们来操控周围的$(media)媒质/$。部分图案在被绘制时,会执行$(thing)操作/$。操作是$(italic)实际产生/$魔法效果的事物。所有图案都会以某种方式影响$(media)媒质/$,而当这些影响实际有用时,我们就称其为操作。$(br2)$(media)媒质/$是易变的,如果我绘制了无效的图案,栈上某处就会出现$(l:casting/influences)$(action)垃圾/$(详情见后)。
An Example 示例
It's interesting to note that the $(italic)rotation/$ of a pattern doesn't seem to matter at all. These two patterns both perform an action called $(l:patterns/basics#hexcasting:get_caster)$(action)Mind's Reflection/$, for example. 有意思的是,图案整体的$(italic)方向/$完全不影响图案的功用。例如,上图中的两个图案都会执行名为$(l:patterns/basics#hexcasting:get_caster)$(action)意识之精思/$的操作。
A _Hex is cast by drawing (valid) actions in sequence. Each action might do one of a few things:$(li)Gather some information about the environment, leaving it on the top of the stack;$(li)manipulate the info gathered (e.g. adding two numbers); or$(li)perform some magical effect, like summoning lightning or an explosion. (These actions are called "spells.")$(p)When I start casting a _Hex, it creates an empty stack. Actions manipulate the top of that stack. $(hex)咒术/$是通过按顺序绘制(有效的)图案施放的。每个操作都能完成如下几件事中的一件:$(li)获取有关环境的信息,然后将其置于栈顶。$(li)操控获取到的信息(例如加和两个数)。或者$(li)产生魔法效果,例如召唤闪电或产生爆炸。(这些操作被称为“法术”。)$(p)在开始施放$(hex)咒术/$时会自动创建一个空栈。操作会影响栈顶的若干元素。
For example, $(l:patterns/basics#hexcasting:get_caster)$(action)Mind's Reflection/$ will create an iota representing $(italic)me/$, the caster, and add it to the top of the stack. $(l:patterns/basics#hexcasting:get_entity_pos)$(action)Compass Purification/$ will take the iota at the top the stack, if it represents an entity, and transform it into an iota representing that entity's location.$(br2)So, drawing those patterns in that order would result in an iota on the stack representing my position. 例如,$(l:patterns/basics#hexcasting:get_caster)$(action)意识之精思/$会创建一个代表$(italic)我/$,即施法者的 iota,并将其置于栈顶。$(l:patterns/basics#hexcasting:get_entity_pos)$(action)指南针之纯化/$会接受栈顶的 iota(前提是该 iota 代表一个实体),并将其转换为代表该实体位置的 iota。$(br2)所以,依序绘制上述图案就会在栈顶创建一个代表我的位置的 iota。
$(thing)Iotas/$ can represent things like myself or my position, but there are several other types I can manipulate with $(thing)Actions$(0). Here's a comprehensive list:$(li)Numbers (which some legends called "doubles");$(li)Vectors, a collection of three numbers representing a position, movement, or direction in the world; $(thing)Iota/$ 可以代表诸如我、我的位置等具体事物,也可以代表其他几种能用$(thing)操作/$进行操控的事物。如下是一份全面介绍:$(li)数(某些文献称之为“双精度数”)。$(li)向量,一种可代表世界中位置、运动或方向的,由三个数组成的集合。
$(li)Entities, like myself, chickens, and minecarts;$(li)Influences, peculiar types of iota that seem to represent abstract ideas;$(li)Patterns themselves, used for crafting magic items and truly mind-boggling feats like $(italic)spells that cast other spells/$; and$(li)A list of several of the above, gathered into a single iota. $(li)实体,如我自己、鸡、矿车等。$(li)虚指,一种代表抽象概念的奇怪的 iota。$(li)图案,用于制作魔法物品,也用在某些烧脑的咒术中,如$(italic)能施放其他法术的法术/$。还有$(li)列表,可由上述任意类型的 iota 构成的列表,其本身相当于一个 iota。
Of course, there's no such thing as a free lunch. All spells, and certain other actions, require _media as payment.$(br2)The best I can figure, a _Hex is a little bit like a plan of action presented to Nature-- in this analogy, the _media is used to provide the arguments to back it up, so Nature will accept your plan and carry it out. 当然,天上不会掉馅饼。所有法术和一些操作会消耗$(media)媒质/$。$(br2)我个人认为,$(hex)咒术/$有点像呈现在自然面前的一个对各类操作的规划。要这么类比的话,$(media)媒质/$便是用来为这个规划提供各式参数和运行支持的能源,而自然会接受你的规划并付诸实践。
That aside, it doesn't seem like anyone has done much research on exactly how $(italic)much/$ any particular piece of $(l:items/amethyst)$(item)amethyst/$ is valued. The best I can tell, an $(l:items/amethyst)$(item)Amethyst Shard/$ is worth about five pieces of $(l:items/amethyst)$(item)Amethyst Dust/$, and a $(l:items/amethyst)$(item)Charged Amethyst Crystal/$ is worth about ten.$(br2)Strangely enough, it seems like no other form of $(l:items/amethyst)$(item)amethyst/$ is suitable to be used in the casting of a _Hex. I suspect that whole blocks or crystals are too solid to be easily unraveled into _media. 除此之外,似乎没人研究过每块$(l:items/amethyst)$(item)紫水晶/$到底含有$(italic)多少/$媒质。我只能得出,一个$(l:items/amethyst)$(item)紫水晶碎片/$大概和五个$(l:items/amethyst)$(item)紫水晶粉/$相当,而一个$(l:items/amethyst)$(item)充能紫水晶/$大概与十个相当。$(br2)而且奇怪之处在于$(l:items/amethyst)$(item)紫水晶/$的其余形态均不适于施放$(hex)咒术/$。推测是因为紫水晶块和晶簇固化程度过高,导致无法轻易拆散为$(media)媒质/$。
It's also worth noting that each action will consume the _media it needs immediately, rather than all at once when the Hex finishes. Also, an action will always consume entire items-- an action that only requires one $(l:items/amethyst)$(item)Amethyst Dust/$'s worth of _media will consume an entire $(l:items/amethyst)$(item)Charged Amethyst Crystal/$, if that's all that's present in my inventory.$(br2)Thus, it might be a good idea to bring dust for spellcasting too-- waste not, want not... 还需格外注意的是每次操作会在执行时立刻消耗其所需的$(media)媒质/$,而非在整个咒术结束时消耗。而且,一次操作会消耗一个物品组,如只需要一个$(l:items/amethyst)$(item)紫水晶粉/$量的$(media)媒质/$的操作也会消耗一整组$(l:items/amethyst)$(item)充能紫水晶/$,前提是物品栏里只有那一组。$(br2)因此,将紫水晶粉碎是个不错的点子。勤俭节约,吃穿不缺。
I should also be careful to make sure I actually have enough Amethyst in my inventory-- some old texts say that Nature is happy to use one's own mind as payment instead. They describe the feeling as awful but strangely euphoric, "[...] an effervescent dissolution into light and energy..." Perhaps that's why all the old practitioners of the art went mad. I can't imagine burning pieces of my mind for power is $(italic)healthy/$. 还要注意物品栏内一定要有足够的紫水晶。一些古代文献提及,自然也会将施法者的意识用作媒质。文献也有提到那种感觉很糟糕但又奇怪地让人兴奋,“……热烈地溶解入光与能量中……”。也许这就是为何先前的研究者们最终都疯了。我完全不觉得为力量而放弃部分意识会对身体有任何$(italic)好处/$。
Maybe something's changed, though. In my experiments, I've never managed to do it; if I run out of _media, the spell will simply fail to cast, as if some barrier is blocking it from harming me. $(br2)It would be interesting to get to the bottom of that mystery, but for now I suppose it'll keep me safe. 但也许确实有什么和之前不同了。在我的实验中,我从没遇到过文献中提到的情况。如果$(media)媒质/$不够了,法术只是单纯地施放不了,就好像有什么屏障在防止我被伤到一样。$(br2)对此刨根问底肯定能得出有趣的结论,但现在就暂时认为它会保护我吧。
I have also found an amusing tidbit on why so many practitioners of magic in general seem to go mad, which I may like as some light and flavorful reading not canonical to my world.$(br2)$(italic)Content Warning: some body horror and suggestive elements./$ 我也发现了一则趣闻,主要讲述为何许多魔法研究者都近乎疯癫,是不错的休闲趣味读物,虽然对不上我这里的世界观。$(br2)$(italic)内容警告:部分肉体恐怖与暗示类材料。/$
Finally, it seems spells have a maximum range of influence, about 32 blocks from my position. Trying to affect anything outside of that will cause the spell to fail.$(br2)Despite this, if I have a player's reference, I can affect them from anywhere. This only applies to affecting them directly, though; I cannot use this to affect the world around them if they're outside of my range.$(br)I ought to be careful when giving out a reference like that. While friendly _Hexcasters could use them to great effect and utility, I shudder to think of what someone malicious might do with this. 最后,法术的影响是有距离限制的,最远大约是距离我 32 格处。若试图影响该范围外的事物,法术便不会生效。$(br2)尽管如此,我可以凭借代表玩家的 iota 在任何地方影响他们。当然影响仅限于玩家本身,若超出我的影响范围,玩家周围的环境便不受影响。$(br)必须谨慎考虑要不要给别人代表我的 iota。友善的$(hex)咒术师们/$可凭此助你行事,但那些心怀鬼胎的就不好说了。
A Primer on Vectors 向量入门
It seems I will need to be adroit with vectors if I am to get anywhere in my studies. I have compiled some resources here on vectors if I find I do not know how to work with them.$(br2)First off, an enlightening video on the topic. 如果要深入研究,就要对向量相关的知识足够熟悉。我整理了些讲解向量知识的资料以备不理解时之需。$(br2)首先,来一段富有启发性的视频。(译注:换为B站官方账号网址,原网址为Youtube同视频)
Additionally, it seems that the mages who manipulated $(thing)Psi energy/$ (the so-called "spellslingers"), despite their poor naming sense, had some quite-effective lessons on vectors to teach their acolytes. I've taken the liberty of linking to one of their texts on the next page.$(br2)They seem to have used different language for their spellcasting:$(li)A "Spell Piece" was their name for an action;$(li)a "Trick" was their name for a spell; and$(li)an "Operator" was their name for a non-spell action. 此外,似乎操控 $(thing)Psi 能量/$的魔法师们(又称“术式师”)有一些对学徒理解向量大有裨益的课程,虽然他们命名能力不强。我冒昧地在后页提供前往他们课程的链接。$(br2)他们使用了另一套术语:$(li)“术式”对应“操作”。$(li)“启动式”对应“法术”。$(li)“运算符”则对应不是法术的操作。
Link here. 链接在此。
Mishaps 事故
Unfortunately, I am not (yet) a perfect being. I make mistakes from time to time in my study and casting of _Hexes; for example, misdrawing a pattern, or trying to an invoke an action with the wrong iotas. And Nature usually doesn't look too kindly on my mistakes-- causing what is called a $(italic)mishap/$. 不幸的是,我(还)不是一个完美的生物。我经常会在研究中和施放$(hex)咒术/$时犯错。比如说,绘制错图案,或是对错误的 iota 进行操作。而自然一般不会宽容我的错误,而是会导致$(italic)事故/$。
A pattern that causes a mishap will glow red in my grid. Depending on the type of mistake, I can also expect a certain deleterious effect and a spray of red and colorful sparks as the mishandled _media curdles into light of a given color.$(br2)I also get a helpful error message in my chat, but a nagging feeling tells that will change once the "mod updates," whatever that means. I shouldn't rely on always having it. 导致事故的图案会在网格中发红光。根据事故的类型,我能大致推断出其造成的有害后果。同时会有一簇红色与各色的火花四散开去,这主要是由处理不当的$(media)媒质/$凝结为某种颜色的光所致。$(br2)聊天栏中则会出现一条错误信息,但某种纠缠不休的感觉告诉我这些都会在“模组更新”后发生改变,没人知道这意味着什么。我不该指望这些信息会一直出现。
Fortunately, although the bad effects of mishaps are certainly $(italic)annoying/$, none of them are especially destructive in the long term. Nothing better to do than dust myself off and try again ... but I should strive for better anyways.$(br2)Following is a list of mishaps I have compiled. 而幸运的是,虽然所有事故导致的有害效果都$(italic)很烦人/$,但也都不会导致长期毁灭性后果。在哪里跌倒,就要在哪里站起来,然后继续前进……当然也可以选一条更好走的路。$(br2)我整理的所有事故如下所述。
Invalid Pattern 无效图案
The pattern drawn is not associated with any action.$(br2)Causes yellow sparks, and a $(l:casting/influences)$(action)Garbage/$ will be pushed to the top of my stack. 绘制的图案不对应任何操作。$(br2)产生黄色火花,并向栈顶压入一个$(l:casting/influences)$(action)垃圾/$。
Not Enough Iotas Iota 过少
The action required more iotas than were on the stack.$(br2)Causes light gray sparks, and as many $(l:casting/influences)$(action)Garbages/$ as would be required to fill up the argument count will be pushed. 该操作需要比当前栈中元素数还多的 iota。$(br2)产生淡灰色火花,并向栈顶压入缺少的参数的数量个$(l:casting/influences)$(action)垃圾/$。
Incorrect Iota Iota 错误
The action that was executed expected an iota of a certain type for an argument, but it got something invalid. If multiple iotas are invalid, the error message will only tell me about the error deepest in the stack.$(br2)Causes dark gray sparks, and the invalid iota will be replaced with $(l:casting/influences)$(action)Garbage/$. 该操作需要一种特定类型的 iota 作为参数,而实际 iota 无效。如果有多个 iota 无效,错误信息只会提示最靠近栈底的错误。$(br2)产生深灰色火花,无效的 iota 会被替换为$(l:casting/influences)$(action)垃圾/$。
Vector Out of Ambit 向量越界
The action tried to affect the world at a point that was out of my range.$(br2)Causes magenta sparks, and the items in my hands will be yanked out and flung towards the offending location. 该操作试图影响在我影响范围之外的某一位置。$(br2)产生品红色火花,我手中的物品将会掉落并飞向对应位置。
Entity Out of Ambit 实体越界
The action tried to affect an entity that was out of my range.$(br2)Causes pink sparks, and the items in my hands will be yanked out and flung towards the offending entity. 该操作试图影响在我影响范围之外的某一实体。$(br2)产生粉红色火花,我手中的物品将会掉落并飞向对应实体。
Entity is Immune 实体免疫
The action tried to affect an entity that cannot be altered by it.$(br2)Causes blue sparks, and the items in my hands will be yanked out and flung towards the offending entity. 该操作试图影响某不会受其影响的实体。$(br2)产生蓝色火花,我手中的物品将会掉落并飞向对应实体。
Mathematical Error 数学错误
The action did something offensive to the laws of mathematics, such as dividing by zero.$(br2)Causes red sparks, pushes a $(l:casting/influences)$(action)Garbage/$ to my stack, and my mind will be ablated, stealing half the vigor I have remaining. It seems that Nature takes offense to such operations, and divides $(italic)me/$ in retaliation. 该操作违背了数学规律,例如试图除以零。$(br2)产生红色火花,压入一个$(l:casting/influences)$(action)垃圾/$,并且我的意识会被销蚀,扣去我当时生命力的一半。似乎自然对这种举动深感冒犯,而后便会报复性地惩罚$(italic)我/$。
Incorrect Item 物品错误
The action requires some sort of item, but the item I supplied was not suitable.$(br2)Causes brown sparks. If the offending item was in my hand, it will be flung to the floor. If it was in entity form, it will be flung in the air. 该操作需要某种物品,而我所提供的物品不合适。$(br2)产生棕色火花。如果在手中持有对应物品,则该物品会掉落在地。如果对应物品以实体形式存在,则其会被击飞。
Incorrect Block 方块错误
The action requires some sort of block at a target location, but the block supplied was not suitable.$(br2)Causes bright green sparks, and causes an ephemeral explosion at the given location. The explosion doesn't seem to harm me, the world, or anything else though; it's just startling. 该操作需在目标位置存在某种方块,而该位置实际存在的方块不合适。$(br2)产生亮绿色火花,并在对应位置产生一次爆炸。这种爆炸似乎不会伤害到我,世界或是任何其他事物。就是挺吓人的。
Hasty Retrospection 反思过急
I attempted to draw $(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)Retrospection/$ without first drawing $(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)Introspection/$.$(br2)Causes orange sparks, and pushes the pattern for $(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)Retrospection/$ to the stack as a pattern iota. 试图在绘制$(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)内省/$前绘制$(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)反思/$。$(br2)产生橙色火花,并压入一个$(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)反思/$对应的图案。
Delve Too Deep 钻研过深
Evaluated too many spells with meta-evaluation from one spell.$(br2)Causes dark blue sparks, and chokes all the air out of me. 在一个法术内以元运行方式运行过多法术。$(br2)产生暗蓝色火花,并使我窒息。
Transgress Other 违犯他人
I attempted to $(l:patterns/readwrite#hexcasting:write)$(action)save a reference/$ to another player to a permanent medium.$(br2)Causes black sparks, and robs me of my sight for approximately one minute. 试图在某种永久性媒介中$(l:patterns/readwrite#hexcasting:write)$(action)存储/$代表另一位玩家的 iota。$(br2)产生黑色火花,并致盲大约一分钟。
Disallowed Action 禁用操作
I tried to cast an action that has been disallowed by a server administrator.$(br2)Causes black sparks. 试图执行被服务器管理员禁用的操作。$(br2)产生黑色火花。
Catastrophic Failure 灾难性故障
A bug in the mod caused an iota of an invalid type or otherwise caused the spell to crash. $(l:https://https://github.com/gamma-delta/HexMod/issues)Please open a bug report!/$$(br2)Causes black sparks. 模组中的漏洞产生的无效类型的 iota 或是其他错误导致法术失效。$(l:https://https://github.com/gamma-delta/HexMod/issues)请报告该漏洞!/$$(br2)产生黑色火花。
Stacks
A $(thing)Stack/$, also known as a "LIFO", is a concept borrowed from computer science. In short, it's a collection of things designed so that you can only interact with the most recently used thing.$(br2)Think of a stack of plates, where new plates are added to the top: if you want to interact with a plate halfway down the stack, you have to remove the plates above it in order to get ahold of it. $(thing)栈/$,又被称为“后进先出表(LIFO)”,是计算机科学中的概念。简而言之,栈是一种只能与最近交互过的事物交互的事物的集合。$(br2)想象一摞盘子,新盘子会被放在其顶部。若想要与放在这摞盘子中间的某个盘子交互,你就必须先将它上面的所有盘子拿开才行。
Because a stack is so simple, there's only so many things you can do with it:$(li)$(italic)Adding something to it/$, known formally as pushing,$(li)$(italic)Removing the last added element/$, known as popping, or$(li)$(italic)Examining or modifying the last added element/$, known as peeking.$(br)We call the last-added element the "top" of the stack, in accordance with the dinner plate analogy.$(p)As an example, if we push 1 to a stack, then push 2, then pop, the top of the stack is now 1. 因为栈非常简单,所以与其的交互种类屈指可数:$(li)$(italic)向其中加入事物/$,称为“入栈”/“push”。$(li)$(italic)移除最后加入的元素/$,称为“出栈”/“pop”。$(li)$(italic)校验或修改最后加入的元素/$,称为“检视”/“peek”。$(br)我们将最后加入的元素称为“栈顶元素”,就和盘子的类比差不多。$(p)举个例子,如果向栈压入1号元素,然后压入2号元素,然后弹出一个元素,这时栈顶元素便是1号元素。
Actions are (on the most part) restricted to interacting with the casting stack in these ways. They will pop some iotas they're interested in (known as "arguments" or "parameters"), process them, and push some number of results.$(br2)Of course, some actions (e.g. $(l:patterns/basics#hexcasting:get_caster)$(action)Mind's Reflection/$) might pop no arguments, and some actions (particularly spells) might push nothing afterwards. 操作(大致)都只能与栈以如上几种方式交互。它们也会弹出部分它们感兴趣的 iota(称为“参数”或“实参”或“形参”),对它们进行处理,然后压入一定数目的结果。$(br2)当然,某些操作(例如$(l:patterns/basics#hexcasting:get_caster)$(action)意识之精思/$)可能不会弹出任何元素,而某些操作(尤其是法术)可能不会压入任何元素。
Even more complicated actions can be expressed in terms of pushing, popping, and peeking. For example, $(l:patterns/stackmanip#hexcasting:swap)$(action)Jester's Gambit/$ swaps the top two items of the stack. This can be thought of as popping two items and pushing them in opposite order. For another, $(l:patterns/stackmanip#hexcasting:duplicate)$(action)Gemini Decomposition/$ duplicates the top of the stack-- in other words, it peeks the stack and pushes a copy of what it finds. 更复杂的操作都可用若干次入栈、出栈或检视操作实现。例如,$(l:patterns/stackmanip#hexcasting:swap)$(action)弄臣之策略/$交换栈顶两个元素的顺序。这可认为是弹出两个 iota 并以相反顺序重新压入。又例如,$(l:patterns/stackmanip#hexcasting:duplicate)$(action)双子之分解/$会复制栈顶元素,也即其检视栈顶并压入一个一样的元素。
Naming Actions 操作命名法
The names given to actions by the ancients were certainly peculiar, but I think there's a certain kind of logic to them.$(br2)There seem to be certain groups of actions with common names, named for the number of iotas they remove from and add to the stack. 古人给各类操作命的名确实很奇特,但我认为其中总有某种命名逻辑。$(br2)似乎各式操作均被分入了若干组,组内的操作命名方式类似——以其要移除和加入的 iota 个数命名。
$(li)A $(thing)Reflection/$ pops nothing and pushes one iota.$(li)A $(thing)Purification/$ pops one and pushes one.$(li)A $(thing)Distillation/$ pops two and pushes one.$(li)An $(thing)Exaltation/$ pops three or more and pushes one.$(li)A $(thing)Decomposition/$ pops one argument and pushes two.$(li)A $(thing)Disintegration/$ pops one and pushes three or more.$(li)Finally, a $(thing)Gambit/$ pushes or pops some other number (or rearranges the stack in some other manner). $(li)$(thing)精思/$不出栈,入栈一个 iota。$(li)$(thing)纯化/$出栈一个,入栈一个。$(li)$(thing)馏化/$出栈两个,入栈一个。$(li)$(thing)提整/$出栈三个或更多,入栈一个。$(li)$(thing)分解/$出栈一个,入栈两个。$(li)$(thing)拆解/$出栈一个,入栈三个或更多。$(li)$(thing)策略/$则对应其余出栈入栈操作(或会以某种方式重新排列栈的操作)。
Spells seem to be exempt from this nomenclature and are more or less named after what they do-- after all, why call it a $(action)Demoman's Gambit/$ when you could just say $(l:patterns/spells/basic#hexcasting:explode)$(action)Explosion/$? 法术不受此命名法约束,而是以其效用命名。毕竟,能叫它$(l:patterns/spells/basic#hexcasting:explode)$(action)爆炸/$,为何还要起个像是“$(action)爆破兵之策略/$”的名字呢?
Influences 虚指
Influences are ... strange, to say the least. Whereas most iotas seem to represent something about the world, influences represent something more... abstract, or formless.$(br2)For example, one influence I've named $(l:casting/influences)$(thing)Null/$ seems to represent nothing at all. It's created when there isn't a suitable answer to a question asked, such as an $(l:patterns/basics#hexcasting:raycast)$(action)Archer's Distillation/$ facing the sky. 虚指非常……奇怪,至少能这么说。大部分 iota 都代表着世界中的某个实际事物,而虚指则代表着某些更为……抽象或无形的事物。$(br2)例如,我将一种虚指命名为 $(l:casting/influences)$(thing)Null/$,它似乎代表着“无”这种状态。当一个问题没有确切的答案时就会出现一个 Null,比如对着天空执行$(l:patterns/basics#hexcasting:raycast)$(action)弓箭手之馏化/$。
In addition, I've discovered a curious triplet of influences I've named $(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)Consideration/$, $(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)Introspection/$, and $(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)Retrospection/$. They seem to have properties of both patterns and other influences, yet act very differently. I can use these to add patterns to my stack as iotas, instead of matching them to actions. $(l:patterns/patterns_as_iotas)My notes on the subject are here/$. 此外,我还发现了一组三个奇特的虚指,命名为$(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)考察/$、$(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)内省/$和$(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)反思/$。它们似乎同时有着图案和虚指的性质,但实际作用却和这两者都不一样。我能用它们将图案作为 iota 加到栈中,而非执行图案对应的操作。$(l:patterns/patterns_as_iotas)相关笔记在此/$。
Finally, there seems to be an infinite family of influences that just seem to be a tangled mess of _media. I've named them $(l:casting/influences)$(action)Garbage/$, as they are completely useless. They seem to appear in my stack at various places in response to $(l:casting/mishaps)$(thing)mishaps/$, and appear to my senses as a nonsense jumble. 最后,似乎还有一组无限个虚指,它们都代表着一团紊乱的$(media)媒质/$。我称其为$(l:casting/influences)$(action)垃圾/$,因为它们毫无用处。它们似乎会因$(l:casting/mishaps)$(thing)事故/$而在栈中任意位置出现,呈现出来的则是一团乱麻。
Enlightened Mishaps 启迪后事故
I have discovered new and horrifying modes of failure. I must not succumb to them. 我发现了若干全新而又骇人的事故。我绝不能向它们屈服。
Inert Mindflay 惰性剥离
Attempted to flay the mind of a villager that I have either already used, or of a character not suitable for the target block.$(br2)Causes dark green sparks, and kills the subject. If another villager sees that, I doubt they would look on it favorably. 试图剥离已被剥除意识的村民的意识,或是试图剥离不适用于目标方块的生物的意识。$(br2)产生暗绿色火花,并杀死对应生物。倘若其他村民看到了,他们应该不会对此有什么好评价。
Lack Spell Circle 缺失法术环
Tried to cast an action requiring a spell circle without a spell circle.$(br2)Causes light blue sparks, and upends my inventory onto the ground. 试图直接执行只能在法术环内执行的操作。$(br2)产生淡蓝色火花,并将我物品栏中所有物品散落在地。
Lack Akashic Record 缺失阿卡夏记录
Tried to access an $(l:greatwork/akashiclib)$(item)Akashic Record/$ at a location where there isn't one.$(br2)Causes purple sparks, and steals away some of my experience. 试图在无对应方块处访问$(l:greatwork/akashiclib)$(item)阿卡夏记录/$。$(br2)产生紫色火花,并消耗部分经验。
Amethyst 紫水晶
It seems that I'll find three different forms of amethyst when breaking a crystal inside a geode. The smallest denomination seems to be a small pile of shimmering dust, worth a relatively small amount of _media. 在晶洞里破坏紫水晶会产生三种形态的紫水晶。紫水晶量最少的物品是一堆闪着光的粉末,含有较少量的$(media)媒质/$。
The second is a whole shard of amethyst, of the type non-_Hexcasters might be used to. This has about as much _media inside as five $(l:items/amethyst)$(item)Amethyst Dust/$. 第二种是紫水晶的碎片,也就是不是$(hex)咒术师/$的人们最为熟悉的。这种碎片大约含有五个$(l:items/amethyst)$(item)紫水晶粉/$量的$(media)媒质/$。
Finally, I'll rarely find a large crystal crackling with energy. This has about as much _media inside as ten units of $(l:items/amethyst)$(item)Amethyst Dust/$ (or two $(l:items/amethyst)$(item)Amethyst Shards/$). 最后,偶尔能发现充盈着能量的大型水晶。它们含有大约 10 个$(l:items/amethyst)$(item)紫水晶粉/$(也即两个$(l:items/amethyst)$(item)紫水晶碎片/$)量的$(media)媒质/$。
$(italic)The old man sighed and raised a hand toward the fire. He unlocked a part of his brain that held the memories of the mountains around them. He pulled the energies from those lands, as he learned to do in Terisia City with Drafna, Hurkyl, the archimandrite, and the other mages of the Ivory Towers. He concentrated, and the flames writhed as they rose from the logs, twisting upon themselves until they finally formed a soft smile./$ $(italic)老人叹了口气,对着火炉伸出了一只手。他回想起自己对周边山脉的记忆,从那些土地中汲取能量——就像他在泰瑞西亚城从札夫拿、河鼓、主教还有象牙塔中的其它法师身上学到的那样。他集中精神,从柴薪中升起的火焰摇摆扭动,最终形成了一抹温柔的微笑。/$
Staff 法杖
A $(l:items/staff)$(item)Staff/$ is my entry point into casting all _Hexes, large and small. By holding it and pressing $(thing)$(k:use)/$, I begin casting a _Hex; then I can click and drag to draw patterns.$(br2)It's little more than a chunk of _media on the end of a stick; that's all that's needed, after all. A $(l:items/staff)$(item)法杖/$是我尝试施放各类$(hex)咒术/$的起点。手持时按下$(thing)$(k:use)/$,就算开始了施放$(hex)咒术/$的过程。然后单击拖动绘制图案就可以了。$(br2)它还是和单纯把一小块$(media)媒质/$放在木棍的一端有所不同,但不管怎么说,能用就行。
Staves 法杖
$(italic)Don't fight; flame, light; ignite; burn bright./$ $(italic)施法不规范,自己两行泪。/$
Scrying Lens 探知透镜
_Media can have peculiar effects on any type of information, in specific circumstances. Coating a glass in a thin film of it can lead to ... elucidating insights.$(br2)By holding a $(l:items/lens)$(item)Scrying Lens/$ in my hand, certain blocks will display additional information when I look at them. $(media)媒质/$在某些特殊情况下能和任何信息作用而产生奇异效果。而若是在玻璃上覆上薄薄一层媒质,就能……生出些独特的见地。$(br2)手持$(l:items/lens)$(item)探知透镜/$观察某些方块,就能给出一些额外信息。
For example, looking at a piece of $(item)Redstone/$ will display its signal strength. I suspect I will discover other blocks with additional insight as my studies into my art progress.$(br2)In addition, holding it while casting using a $(l:items/staff)$(item)Staff/$ will shrink the spacing between dots, allowing me to draw more on my grid.$(br2)I can also wear it on my head as a strange sort of monocle. This reveals information, but won't shrink my grid. No matter. There must be a way to have both... 例如,看向$(item)红石粉/$会给出其信号强度。我猜测随着研究的深入,我能发现全新的额外信息。$(br2)此外,用$(l:items/staff)$(item)法杖/$施法时,在另一只手持有探知透镜就能缩短点与点的间距,从而能在网格上绘制更多图案。$(br2)我还可以把它当单片眼镜戴在头上。这样做能显示额外信息,但不会缩小网格。但没关系,总有两全其美的办法……
$(italic)You must learn... to see what you are looking at./$ $(italic)你必须学会……探知你所看到的事物。/$
Focus 核心
A $(l:items/focus)$(item)Focus/$ can store a single iota.$(br2)When I craft it, it holds the $(l:casting/influences)$(thing)Null/$ influence by default. Using $(l:patterns/readwrite#hexcasting:write)$(action)Scribe's Gambit/$ while holding a $(l:items/focus)$(item)Focus/$ in my other hand will remove the top of the stack and save it into the $(l:items/focus)$(item)Focus/$. Using $(l:patterns/readwrite#hexcasting:read)$(action)Scribe's Reflection/$ will copy whatever iota's in the $(l:items/focus)$(item)Focus/$ and add it to the stack. $(l:items/focus)$(item)核心/$能存储一个 iota。$(br2)合成核心时,其默认存有 $(l:casting/influences)$(thing)Null/$ 这一虚指。在另一只手持有$(l:items/focus)$(item)核心/$时,可以用$(l:patterns/readwrite#hexcasting:write)$(action)书吏之策略/$将栈顶元素弹出栈并存入其中。而使用$(l:patterns/readwrite#hexcasting:read)$(action)书吏之精思/$就会将$(l:items/focus)$(item)核心/$中的 iota 复制出来并压入栈中。
It occurs to me that I could conceivably store a whole list of patterns in a $(l:items/focus)$(item)Focus/$, then recall them and evaluate them with $(l:patterns/meta#hexcasting:eval)$(action)Hermes' Gambit/$. This way I can cast complex spells, or parts of spells, without having to draw them over and over.$(br2)I could use this like a slightly less convenient $(l:items/hexcasting#artifact)$(item)Artifact/$, but I think I could get much better dividends by putting common "phrases" in a $(l:items/focus)$(item)Focus/$, like the patterns for figuring out where I'm looking. 我突然想到,我可以在$(l:items/focus)$(item)核心/$中存入一个由图案组成的列表,将它们复制出来后用$(l:patterns/meta#hexcasting:eval)$(action)赫尔墨斯之策略/$运行就行了。这样就有了施放复杂法术和施放法术其中一部分的简单方法,不用再在每次使用时全部重画一遍图案了。$(br2)它可以用作一个简易版$(l:items/hexcasting#artifact)$(item)造物/$,但我觉得将某些常用图案“组合”存到$(l:items/focus)$(item)核心/$中更方便,比如返回我在看哪里的图案组合。
Also, if I store an entity in a $(l:items/focus)$(item)Focus/$ and try to recall it after the referenced entity has died or otherwise disappeared, the $(l:patterns/readwrite#hexcasting:read)$(action)Scribe's Reflection/$ will add $(l:casting/influences)$(thing)Null/$ to the stack instead.$(br2)Finally, it seems if I wish to protect a $(l:items/focus)$(item)focus/$ from accidentally being overwritten, I can seal it with wax by crafting it with a $(item)Honeycomb/$. Attempting to use $(l:patterns/readwrite#hexcasting:write)$(action)Scribe's Gambit/$ on a sealed focus will fail. $(l:patterns/spells/hexcasting#hexcasting:erase)$(action)Erase Item/$ will remove this seal along with the contents. 另外,如果我在$(l:items/focus)$(item)核心/$中存入一个实体,然后在该实体死亡或消失后尝试复制,则$(l:patterns/readwrite#hexcasting:read)$(action)书吏之精思/$会压入一个 $(l:casting/influences)$(thing)Null/$。$(br2)最后,如果不希望$(l:items/focus)$(item)核心/$被覆写,可以将其与$(item)蜜脾/$合成来蜡封,这时对其使用$(l:patterns/readwrite#hexcasting:write)$(action)书吏之策略/$就会失败。$(l:patterns/spells/hexcasting#hexcasting:erase)$(action)清除物品/$则会将蜡封和其内容物一并清除。
$(italic)Poison apples, poison worms./$ $(italic)毒苹果,毒虫子。/$
Abacus 算盘
Although there are $(l:patterns/numbers)$(action)patterns for drawing numbers/$, I find them ... cumbersome, to say the least.$(br2)Fortunately, the old masters of my craft invented an ingenious device called an $(l:items/abacus)$(item)Abacus/$ to provide numbers to my casting. I simply set the number to what I want, then read the value using $(l:patterns/readwrite#hexcasting:read)$(action)Scribe's Reflection/$, just like I would read a $(l:items/focus)$(item)Focus/$. 虽然有$(l:patterns/numbers)$(action)对应数的图案/$,它们确实……过于复杂。$(br2)幸运的是,从前研究这门学问的大师们发明了一个名为“$(l:items/abacus)$(item)算盘/$”的天才般的装置,它们能极为方便地表示数。只需要在其上设定好,然后用$(l:patterns/readwrite#hexcasting:read)$(action)书吏之精思/$把值读出即可,就和读出$(l:items/focus)$(item)核心/$中 iota 的操作一样。
To operate one, I simply hold it, sneak, and scroll. If in my main hand, the number will increment or decrement by 1, or 10 if I am also holding Control/Command. If in my off hand, the number will increment or decrement by 0.1, or 0.001 if I am also holding Control/Command.$(br2)I can shake the abacus to reset it to zero by sneak-right-clicking. 操作方法是潜行时手持算盘滚动滚轮。如果是主手持算盘,则其数值会以 1 增加或减少,按住 Control 或 Command 时则以 10。若是副手持算盘,则其数值会以 0.1 增加或减少,按住 Control 或 Command 时则以 0.001。$(br2)也可以在潜行时手持算盘右击以重设为 0。
$(italic)Mathematics? That's for eggheads!/$ $(italic)数学?那是给聪明人用的!/$
Spellbook 法术书
A $(l:items/spellbook)$(item)Spellbook/$ is the culmination of my art-- it acts like an entire library of $(l:items/focus)$(item)Foci/$. Up to $(thing)sixty-four/$ of them, to be exact.$(br2)Each page can hold a single iota, and I can select the active page (the page that iotas are saved to and copied from) by sneak-scrolling while holding it, or simply holding it in my off-hand and scrolling while casting a _Hex. $(l:items/spellbook)$(item)法术书/$是我研究成果的结晶。它像是一座满是$(l:items/focus)$(item)核心/$的图书馆。准确的说是最多能存放$(thing)64/$个。$(br2)每一页都能存储一个 iota。手持法术书时,可在潜行时用滚轮自由选择当前活动页(存储和复制 iota 的目标页),也可在施放$(hex)咒术/$时副手手持,并直接用滚轮改变活动页。
Like a $(l:items/focus)$(item)Focus/$, there exists a simple method to prevent accidental overwriting. Crafting it with a $(item)Honeycomb/$ will lacquer the current page, preventing $(l:patterns/readwrite#hexcasting:write)$(action)Scribe's Gambit/$ from modifying its contents. Also like a $(l:items/focus)$(item)Focus/$, using $(l:patterns/spells/hexcasting#hexcasting:erase)$(action)Erase Item/$ will remove the lacquer along with the page's contents.$(br2)I can also name each page individually in an anvil. Naming it will change only the name of the currently selected page, for easy browsing. 就像$(l:items/focus)$(item)核心/$一样,法术书也有防覆写机制。将其和$(item)蜜脾/$合成就能给当前页上漆,从而防止$(l:patterns/readwrite#hexcasting:write)$(action)书吏之策略/$改变其内容。而清除也和$(l:items/focus)$(item)核心/$一样,使用$(l:patterns/spells/hexcasting#hexcasting:erase)$(action)清除物品/$就能同时去除漆封和当前页的内容。$(br2)也可在铁砧上改变当前书页的名字,方便查找。
$(italic)Wizards love words. Most of them read a great deal, and indeed one strong sign of a potential wizard is the inability to get to sleep without reading something first. $(italic)巫师们喜欢阅读。大多数巫师经常阅读,而且睡前一定要读些什么确实是判断一个人是不是巫师的有效方法。/$
Scrolls 卷轴
A $(l:items/scroll)$(item)Scroll/$ is a convenient method of sharing a pattern with others. I can copy a pattern onto one with $(l:patterns/readwrite#hexcasting:write)$(action)Scribe's Gambit/$, after which it will display in a tooltip.$(br2)I can also place them on the wall as decoration or edification, like a painting, in sizes from 1x1 to 3x3 blocks. Using $(l:items/amethyst)$(item)Amethyst Dust/$ on such a scroll will have it display the stroke order. $(l:items/scroll)$(item)卷轴/$能让分享图案画法变得十分方便。可用$(l:patterns/readwrite#hexcasting:write)$(action)书吏之策略/$将图案复制上去,然后该图案就会在物品提示栏内出现。$(br2)也可以将其放在墙上用作装饰或用于教学。就和画一样,卷轴也分大小,从 1x1 到 3x3 都有。对挂在墙上的卷轴使用$(l:items/amethyst)$(item)紫水晶粉/$就能显示绘制的笔画顺序。
In addition, I can also find so-called $(l:items/scroll)$(item)Ancient Scrolls/$ in the dungeons and strongholds of the world. These contain the stroke order of $(thing)Great Spells/$, powerful magicks rumored to be too powerful for the hands and minds of mortals...$(br2)If those "mortals" couldn't cast them, I'm not sure they deserve to know them. 此外,我还在地牢和要塞里发现了所谓$(l:items/scroll)$(item)远古卷轴/$。它们记载了一些特殊法术的笔画顺序——$(thing)卓越法术/$,传闻是强大到凡人的意识无法承受的法术……$(br2)但如果那些“凡人”施放不了,那我觉得他们就不应该知道这些法术的存在。
$(italic)I write upon clean white parchment with a sharp quill and the blood of my students, divining their secrets./$ $(italic)我用锐利的笔和学生的鲜血在洁白的纸上书写,探知着他们的秘密。/$
Slates 石板
$(l:items/slate)$(item)Slates/$ are similar to $(l:items/scroll)$(item)Scrolls/$; I can copy a pattern to them and place them in the world to display the pattern.$(br2)However, I have read vague tales of grand assemblies of $(l:items/slate)$(item)Slates/$, used to cast $(l:greatwork/spellcircles)$(thing)great rituals/$ more powerful than can be handled by a $(l:items/staff)$(item)Staff/$. $(l:items/slate)$(item)石板/$和$(l:items/scroll)$(item)卷轴/$类似,可以将图案复制上去并放置在世界中以展示该图案。$(br2)然而,我曾读到过某些粗略的故事,它们记述了一种用$(l:items/slate)$(item)石板/$组成的伟大结构,用来施放$(l:items/staff)$(item)法杖/$无法施放的$(l:greatwork/spellcircles)$(thing)伟大仪式/$。
Perhaps this knowledge will be revealed to me with time. But for now, I suppose they make a quaint piece of decor.$(br2)At the least, they can be placed on any side of a block, unlike $(l:items/scroll)$(item)Scrolls/$. 也许我将来就会碰到这些知识。但就现在而言,我觉得它们非常适合装饰。$(br2)至少它们可被放在方块的任何一面,这点和$(l:items/scroll)$(item)卷轴/$不同。
$(italic)This is the letter "a." Learn it./$ $(italic)这就是横竖撇捺了。要记牢。/$
I'm also aware of other types of $(l:items/slate)$(item)Slates/$, slates that do not contain patterns but seem to be inlaid with other ... strange ... oddities. It hurts my brain to think about them, as if my thoughts get bent around their designs, following their pathways, bending and wefting through their labyrinthine depths, through and through and through channeled through and processed and--$(br2)... I almost lost myself. Maybe I should postpone my studies of those. 我还发现了其他类型的$(l:items/slate)$(item)石板/$,它们并未刻有图案,但似乎内嵌有某种……奇怪的……异常构造。单单思考它们就让我头脑胀痛,就好像我的思维被它们的结构折弯,随着它们的回路流动,迷失在它们迷宫般的深渊中,迷失在迷失在迷失在导向到处理为——$(br2)……我的思维差点就被搅乱了。还是之后再做相关研究吧。
Casting Items 施法物品
Although the flexibility of casting _Hexes "on the go" with my $(l:items/staff)$(item)Staff/$ is quite helpful, it's a huge pain to have to wave it around repeatedly just to accomplish a basic task. If I could save a common spell for later reuse, it would simplify things a lot-- and allow me to share my _Hexes with friends, too. 虽然用$(l:items/staff)$(item)法杖/$直接施放$(hex)咒术/$确实足够灵活易用,但仅凭法杖重复施放同一种咒术就很烦人了。如果能将某些常用法术存储起来后续直接使用,就再方便不过了,同时也方便我与朋友分享这些$(hex)咒术/$。
To do this, I can craft one of three types of magic items: $(l:items/hexcasting)$(item)Cyphers/$, $(l:items/hexcasting)$(item)Trinkets/$, or $(l:items/hexcasting)$(item)Artifacts/$. All of them hold the patterns of a given _Hex inside, along with a small battery containing _media.$(br2)Simply holding one and pressing $(thing)$(k:use)/$ will cast the patterns inside, as if the holder had cast them out of a staff, using its internal battery. 以下三种魔法物品就能做到这点:$(l:items/hexcasting)$(item)杂件/$,$(l:items/hexcasting)$(item)缀品/$和$(l:items/hexcasting)$(item)造物/$。所有三种物品都能存储$(hex)咒术/$对应的所有图案,且都有一个用来存储$(media)媒质/$的小电池。$(br2)手持时按下$(thing)$(k:use)/$就会消耗其内含的媒质像用法杖施法那样运行其中图案。
Each item has its own quirks:$(br2)$(l:items/hexcasting)$(item)Cyphers/$ are fragile, destroyed after their internal _media reserves are gone, and $(italic)cannot/$ be recharged;$(br2)$(l:items/hexcasting)$(item)Trinkets/$ can be cast as much as the holder likes, as long as there's enough _media left, but become useless afterwards until recharged; 每种物品都有自己的特点:$(br2)$(l:items/hexcasting)$(item)杂件/$很脆弱,在耗尽其内含的$(media)媒质/$会损坏,$(italic)不可/$重新充能。$(br2)$(l:items/hexcasting)$(item)缀品/$只要还有剩余的$(media)媒质/$就能一直施法,但媒质耗尽后若不重新充能就无法使用。
$(l:items/hexcasting)$(item)Artifacts/$ are the most powerful of all-- after their _media is depleted, they can use $(l:items/amethyst)$(item)Amethyst/$ from the holder's inventory to pay for the _Hex, just as I do when casting with a $(l:items/staff)$(item)Staff/$. Of course, this also means the spell might consume their mind if there's not enough $(l:items/amethyst)$(item)Amethyst/$.$(br2)Once I've made an empty magic item in a mundane crafting bench, I infuse the _Hex into it using (what else but) a spell appropriate to the item. $(l:patterns/spells/hexcasting)I've catalogued the patterns here./$ $(l:items/hexcasting)$(item)造物/$则是三者之中最强力的——其内含的$(media)媒质/$耗尽后,它们还能消耗持有者物品栏内的$(l:items/amethyst)$(item)紫水晶/$来施放$(hex)咒术/$,就和用$(l:items/staff)$(item)法杖/$施法一样。不过这也意味着,一旦$(l:items/amethyst)$(item)紫水晶/$不够,继续施法可能会消耗施法者的意识。$(br2)而在工作台中合成魔法物品后,必须将$(hex)咒术/$以适合对应物品的法术写入其中。(也没什么其他办法。)$(l:patterns/spells/hexcasting)对应的图案详情见此。/$
Each infusion spell requires an entity and a list of patterns on the stack. The entity must be a _media-holding item entity (i.e. $(l:items/amethyst)$(item)amethyst/$ crystals, dropped on the ground); the entity is consumed and forms the battery.$(br2)Usefully, it seems that the _media in the battery is not consumed in chunks as it is when casting with a $(l:items/staff)$(item)Staff/$-- rather, the _media "melts down" into one continuous pool. Thus, if I store a _Hex that only costs one $(l:items/amethyst)$(item)Amethyst Dust/$'s worth of mana, a $(l:items/amethyst)$(item)Charged Crystal/$ used as the battery will allow me to cast it 10 times. 每次写入都需要栈上有一个实体和一个由图案构成的列表。这个实体必须是含有$(media)媒质/$的物品实体(也即掉落在地上的$(l:items/amethyst)$(item)紫水晶/$)。该实体就变成了该魔法物品的内部电池。$(br2)似乎电池中的$(media)媒质/$不会像用$(l:items/staff)$(item)法杖/$施法那样以物品组为单位消耗。其中的$(media)媒质/$实际上会“溶解”入一个连续的能量池。因此,当物品中存有会消耗 1 个$(l:items/amethyst)$(item)紫水晶粉/$中媒质来施放的$(hex)咒术/$时,含有相当于 1 个$(l:items/amethyst)$(item)充能紫水晶/$中媒质的电池能支持施放该咒术 10 次。
$(italic)We have a saying in our field: "Magic isn't". It doesn't "just work," it doesn't respond to your thoughts, you can't throw fireballs or create a roast dinner from thin air or turn a bunch of muggers into frogs and snails./$ $(italic)我们常说一句话,“魔法从不……”。它从不“就是行得通”,它不会随你操控。你不能靠所谓魔法扔个火球,烧顿晚饭,或是把一帮劫匪变成青蛙和蜗牛。/$
Phials of Media 媒质之瓶
I find it quite ... irritating, how Nature refuses to give me change for my work. If all I have on hand is $(l:items/amethyst)$(item)Charged Amethyst/$, even the tiniest $(l:patterns/basics#hexcasting:raycast)$(action)Archer's Purification/$ will consume the entire crystal, wasting the remaining _media.$(br2)Fortunately, it seems I've found a way to somewhat allay this problem. 我觉得……自然不愿意给我的研究留些余量的做法,非常令人不快。如果我手头只有$(l:items/amethyst)$(item)充能紫水晶/$,就算是最为基础的$(l:patterns/basics#hexcasting:raycast)$(action)弓箭手之馏化/$也会消耗一整块水晶,没利用的$(media)媒质/$就被浪费了。$(br2)幸运的是,我找到了一种解决问题的方法。
I've found old scrolls describing a $(item)Glass Bottle/$ infused with _media. When casting _Hexes, my spells would then draw _media out of the phial. The liquid form of the _media would let me take exact change, so to speak; nothing would be wasted. It's quite like the internal battery of a $(l:items/hexcasting)$(item)Trinket/$, or similar; I can even $(l:patterns/spells/hexcasting#hexcasting:recharge)$(action)Recharge/$ them in the same manner. 我找到了记载着一种注入了$(media)媒质/$的$(item)玻璃瓶/$的卷轴。施放$(hex)咒术/$时,法术会从这种试剂瓶中汲取$(media)媒质/$。液态的$(media)媒质/$便于按量使用,不会有媒质被浪费。它就和$(l:items/hexcasting)$(item)缀品/$的内部电池差不多,也一样可以用$(l:patterns/spells/hexcasting#hexcasting:recharge)$(action)重新充能/$补充媒质。
Unfortunately, the art of actually $(italic)making/$ the things seems to have been lost to time. I've found a $(l:patterns/great_spells/make_battery#hexcasting:craft/battery)$(thing)hint at the pattern used to craft it/$, but the technique is irritatingly elusive, and I can't seem to do it successfully. I suspect I will figure it out with study and practice, though. For now, I will simply deal with the wasted _media...$(br2)But I won't settle for it forever. 而不幸的是,用于$(italic)制作/$这种试剂瓶的技艺已经散佚了。我确实发现了$(l:patterns/great_spells/make_battery#hexcasting:craft/battery)$(thing)对应图案画法的提示/$,但具体绘制方法难以捉摸,怎么都画不对。不过我想只要勤学苦练就能修得真功。现在的话,浪费$(media)媒质/$是没法避免了……$(br2)但我不会一直囿于此处的。
$(italic)Drink the milk./$ $(italic)玉液琼浆。/$
Pigments 染色剂
Although their names were lost to time, the old practitioners of my art seem to have identified themselves by a color, emblematic of them and their spells. It seems a special kind of pigment, offered to Nature in the right way, would "[...] paint one's thoughts in a manner pleasing to Nature, inducing a miraculous change in personal colour." 虽然研究咒法学的古代研究者们的名字已不可考,但他们会用一种颜色来象征自己和自己的法术。倘若直接向自然呈上一种特殊的染色剂,就能“……以自然乐见的方式为某人的思维涂上颜色,并使个人代表色产生奇妙的变化。”
I'm not certain on the specifics of how it works, but I believe I have isolated the formulae for many different colors of pigments. To use a pigment, I hold it in one hand while casting $(l:patterns/spells/colorize)$(action)Internalize Pigment/$ with the other, consuming the pigment and marking my mind with its color.$(br2)The pigments seem to affect the color of the sparks of media emitted out of a staff when I cast a _Hex, as well as my $(l:patterns/spells/sentinels)$(thing)sentinel/$. 我不懂它们工作的具体原理,但我相信我已琢磨出制造不同颜色的染色剂的配方了。若要使用染色剂,可手持之并以另一只手施放$(l:patterns/spells/colorize)$(action)内化染色剂/$。这会消耗对应染色剂并将我的意识涂为对应颜色。$(br2)染色剂会影响我用法杖施放$(hex)咒术/$时产生的火花的颜色,也会影响我的$(l:patterns/spells/sentinels)$(thing)哨卫/$的颜色。
Chromatic Pigments 色彩染色剂
Pigments in all the colors of the rainbow. 五彩缤纷的染色剂。
And finally, a pigment with a color wholly unique to me.$(br2)$(italic)And all the colors I am inside have not been invented yet./$ 一种只属于我的染色剂。$(br2)$(italic)也含有许多还没被研究出来的我所特有的颜色。/$
Edified Trees 启迪树
By infusing _media into a sapling via the use of $(l:patterns/spells/blockworks#hexcasting:edify)$(action)Edify Sapling/$, I can create what is called an $(l:items/edified)$(thing)Edified Tree/$. They tend to be tall and pointy, with ridged bark and wood that grows in a strange spiral pattern. Their leaves come in three pretty colors. 用$(l:patterns/spells/blockworks#hexcasting:edify)$(action)启迪树苗/$By就能将部分$(media)媒质/$注入树苗,就能造出$(l:items/edified)$(thing)启迪树/$。它们又高又尖,树皮上有特殊纹理。树叶则有三种不同颜色。
I would assume the wood would have some properties relevant to _Hexcasting. But, if it does, I cannot seem to find them. For all intents and purposes it appears to be just wood, albeit of a very strange color.$(br2)I suppose for now I will use it for decoration; the full suite of standard wood blocks can be crafted from them.$(br2)Of course, I can strip them with an axe as well. 我觉得这种木材与$(hex)咒法学/$有着紧密的联系。但就算真有,我也完全找不到这联系在哪。它和普通木头如出一辙,不同在于颜色不一样。$(br2)就现在而言,它们是很好的装饰用方块。$(br2)当然,也可用斧来去皮。
$(italic)Their smooth trunks, with white bark, gave the effect of enormous columns sustaining the weight of an immense foliage, full of shade and silence./$ $(italic)它们那周身洁白的巨大而光滑的树干,仅凭自己支撑起了茂密的树冠,投下绿荫与静谧。/$
Jeweler's Hammer 珠宝匠锤
After being careless with the sources of my _media one too many times, I have devised a tool to work around my clumsiness.$(br2)Using the delicate nature of crystallized _media as a fixture for a pickaxe, I can create the $(l:items/jeweler_hammer)$(item)Jeweler's Hammer/$. It acts like an $(item)Iron Pickaxe/$, for the most part, but can't break anything that takes up an entire block's space. 在无数次摧毁$(media)媒质/$来源的惨痛经历后,我设计了一把用于防止手滑的工具。$(br2)将脆弱的晶态$(media)媒质/$用作镐的固定结,就得到了$(l:items/jeweler_hammer)$(item)珠宝匠锤/$。它和$(item)铁镐/$在许多方面完全一致,但珠宝匠锤不会破坏任何完整方块。
$(italic)Carefully, she cracked the half ruby, letting the spren escape./$ $(italic)她小心翼翼地敲开那半块红宝石,让其中的灵体逸散而出。/$
Decorative Blocks 装饰性方块
In the course of my studies I have discovered some building blocks and trifles that I may find aesthetically pleasing. I've compiled the methods of making them here. 我在研究过程中发现了些挺美观的建筑方块的其他装饰品。制作方法整理如下。
Brown dye works well enough to simulate the look of an $(l:items/scroll)$(item)ancient scroll/$. 棕色染料在仿制$(l:items/scroll)$(item)远古卷轴/$这方面非常出色。
$(l:items/decoration)$(item)Amethyst Tiles/$ can also be made in a Stonecutter.$(br2)$(l:items/decoration)$(item)Blocks of Amethyst Dust/$ (next page) will fall like sand. $(l:items/decoration)$(item)紫水晶瓦/$也可在切石机内制作。$(br2)$(l:items/decoration)$(item)紫水晶粉块/$(见后页)受重力影响。
$(l:items/decoration)$(item)Amethyst Sconces/$ emit light and particles, as well as a pleasing chiming sound. $(l:items/decoration)$(item)紫水晶灯台/$会发出光和粒子,并会产生悦耳的“叮铃”声。
The Work 卓伟之作
I have seen so many things. Unspeakable things. Innumerable things. I could write three words and turn my mind inside-out and smear my brains across the shadowed walls of my skull to decay into fluff and nothing. 我所见甚多。不可言之物。不可数之物。仅三词就能将我的意识从里翻到外然后把我的大脑抹在头颅黑暗的内壁然后腐朽为混沌和虚无。
I have seen staccato-needle patterns and acid-etched schematics written on the inside of my eyelids. They smolder there-- they dance, they taunt, they $(italic)ache/$. I'm possessed by an intense $(italic)need/$ to draw them, create them. Form them. Liberate them from the gluey shackles of my mortal mind-- present them in their Glory to the world for all to see.$(p)All shall see.$(p)All will see. 我已见断续的图案与酸蚀的设计图刻入我的眼睑。它们阴燃,它们舞蹈,它们嘲弄,它们$(italic)隐隐作痛/$。我突然有种强烈的$(italic)冲动/$,去绘制它们,创造它们,写就它们。将它们从我脆弱意识的黏糊桎梏中释放,让它们在世上再度闪耀荣光。$(p)众将见。$(p)众必将见。
On the Flaying of Minds 关于意识的剥离
A secret was revealed to me. I saw it. I cannot forget its horror. The idea skitters across my brain.$(br2)I believed-- oh, foolishly, I $(italic)believed/$ --that _Media is the spare energy left over by thought. But now I $(italic)know/$ what it is: the energy $(italic)of/$ thought. 我解开了一个秘密。我得知了真相。我也无法忘记真相带来的恐惧。这种想法掠过我的脑海。$(br2)我曾相信——我曾愚蠢地$(italic)相信/$——$(media)媒质/$只是思维遗留下的剩余能量。但我现在$(italic)知道/$它究竟是什么了:它是思维$(italic)含有的/$能量。
It is produced by thinking sentience and allows sentience to think. It is a knot tying that braids into its own string. The Entity I naively anthromorphized as Nature is simply a grand such tangle, or perhaps the set of all tangles, or ... if I think it hurts I have so many synapses and all of them can think pain at once ALL OF THEM CAN SEE$(br2)I am not holding on. My notes. Quickly. 媒质是在具有思维能力的生物思考时产生的,它的存在也使这些生物能够思考,就像是回环的绳结。我先前天真地拟人化为“自然”的实体实际上就是一个卓伟的媒质回环,又或许是所有回环的结合体,或者是……我思考它就会痛我有很多突触它们都能思考同时痛它们都能看见它们都能看见$(br2)我撑不住了。记笔记。赶快。
The villagers of this world have enough consciousness left to be extracted. Place it into a block, warp it, change it. Intricate patterns caused by different patterns of thought, the abstract neural pathways of their jobs and lives mapped into the cold physic of solid atoms.$(br2)This is what $(l:patterns/great_spells/brainsweep)$(action)Flay Mind/$ does, the extraction. Target the villager entity and the destination block. Ten $(l:items/amethyst)$(item)Charged Amethyst/$ for this perversion of will. 这个世界中的村民还留有能被提取的感知力。将这种感知力放在方块中,扭曲它,改变它。由不同的思维模式造就的精密图案,关于他们工作和生活的抽象神经通路,都被投射到无生气的固态物质的原子中。$(br2)这就是$(l:patterns/great_spells/brainsweep)$(action)剥离意识/$的用途,那个提取过程。需将村民实体和目标方块放在栈中。扭曲意识则要消耗 10 个$(l:items/amethyst)$(item)充能紫水晶/$。
And an application. For this flaying, any sort of villager will do, if it has developed enough. Other recipes require more specific types. NO MORE must I descend into the hellish earth for my _media. 如下是一种实际用途。这个剥离过程接受任何职业的村民,前提是他们足够熟练。其他配方则有更具体的要求。我再也不必为$(media)媒质/$亲身沉入地狱了。
Spell Circles 法术环
I KNOW what the $(l:items/slate)$(item)slates/$ are for. The grand assemblies lost to time. The patterns scribed on them can be actuated in sequence, automatically. Thought and power ricocheting through, one by one by one by one by one by through and through and THROUGH AND -- I must not I must not I should know better than to think that way. 我终于知道$(l:items/slate)$(item)石板/$的用途了。早已遗落的卓伟结构。镌刻其上的图案会按顺序自动运行。思维和能量在其中穿梭,一个接一个接一个接一个接一个穿梭穿梭穿梭——我不能我不能我不能跟着它的思维应该去理解。
To start the ritual I need an $(l:greatwork/impetus)$(item)Impetus/$ to create a self-sustaining wave of _media. That wave travels along a track of $(l:items/slate)$(item)slates/$ or other blocks suitable for the energies, one by one, collecting any patterns it finds. Once the wave circles back around to the $(l:greatwork/impetus)$(item)Impetus/$, all the patterns encountered are cast in order.$(br2)The direction the _media exits any given block MUST be unambiguous, or the casting will fail at the block with too many neighbors. 我需要$(l:greatwork/impetus)$(item)促动石/$作为一种自我维持的$(media)媒质/$波源来启动仪式。而产生的波就会随着$(l:items/slate)$(item)石板/$或是其他和这种波亲和性好的方块穿梭,一个接一个地收集碰到的图案。当波最终回到$(l:greatwork/impetus)$(item)促动石/$处时,所有碰到的图案就会按顺序运行。$(br2)$(media)媒质/$流出任何方块的方向必须唯一而确定,否则法术环会在分叉处失效。
As a result, the outline of the spell "circle" may be any closed shape, concave or convex, and it may face any direction. In fact, with the application of certain other blocks it is possible to make a spell circle that spans all three dimensions. I doubt such an oddity has very much use, but I must allocate myself a bit of vapid levity to encourage my crude mind to continue my work. 因此,法术“环”必须是一个封闭的图形,凹多边形和凸多边形均可,方向也随意。实际上,借助某些其他方块,法术环可在所有三个维度上随意排布。这种性质可能没什么大用,但我必须给大脑一点刺激,好让研究继续下去。
Miracle of miracles, the circle will withdraw _media neither from my inventory nor my mind. Instead, crystallized shards of _media must be provided to the $(l:greatwork/impetus)$(item)Impetus/$ via hopper, or other such artifice.$(br2)The application of a $(l:items/lens)$(item)Scrying Lens/$ will show how much _media is inside an $(l:greatwork/impetus)$(item)Impetus/$, in units of dust. 真是精妙。法术环不会从我的物品栏或我的意识中汲取$(media)媒质/$,而是要通过漏斗(或类似装置)向$(l:greatwork/impetus)$(item)促动石/$提供晶态的$(media)媒质/$。$(br2)$(l:items/lens)$(item)探知透镜/$能以紫水晶粉为单位显示$(l:greatwork/impetus)$(item)促动石/$中的$(media)媒质/$量。
However, a spell cast from a circle does have one major limitation: it is unable to affect anything outside of the circle's bounds. That is, it cannot interact with anything outside of the cuboid of minimum size which encloses every block composing it (so a concave spell circle can still affect things in the concavity). 然而,用法术环施放的法术有一个限制:它无法影响环外的事物。也即,它无法影响到能将整个法术环包起的最小长方体外的事物(有凹进部分的法术环仍能影响凹进部分内的事物)。
There is also a limit on the number of blocks the wave can travel through before it disintegrates, but it is large enough I doubt I will have any trouble.$(br2)Conversely, there are some actions that can only be cast from a circle. Fortunately, none of them are spells; they all seem to deal with components of the circle itself. My notes on the subject are $(l:patterns/circle)here/$. 在媒质波减弱前它只能通过有限个方块,但这个值很大,实际不大可能超过这个值。$(br2)相反地,有部分操作只能在法术环上执行,不过它们没有一个是法术。它们似乎都是处理法术环本身性质的操作。相关笔记$(l:patterns/circle)见此/$。
I also found a sketch of a spell circle used by the ancients buried in my notes. Facing this page is my (admittedly poor) copy of it.$(br2)The patterns there would have been executed counter-clockwise, starting with $(l:patterns/basics#hexcasting:get_caster)$(action)Mind's Reflection/$ and ending with $(l:patterns/great_spells/teleport#hexcasting:teleport)$(action)Greater Teleport/$. 我还在笔记中找到了一份草稿,是一个古代研究者使用的法术环。另一页上就是它的重绘图(挺抽象的)。$(br2)其中的图案会按逆时针运行,以$(l:patterns/basics#hexcasting:get_caster)$(action)意识之精思/$开始并以$(l:patterns/great_spells/teleport#hexcasting:teleport)$(action)卓越传送/$结束。
Teleportation Circle 传送环
Impetuses 促动石
The fluctuation of _media required to actuate a spell circle is complex. Even the mortal with sharpest eyes and steadiest hands could not serve as an $(l:greatwork/impetus)$(item)Impetus/$ and weave _media into the self-sustaining oroboros required.$(br2)The problem is that the mind is too full of other useless $(italics)garbage/$. 启动法术环需要复杂的$(media)媒质/$波动。就算是眼神最好的、手最稳的的凡人也比不上能将$(media)媒质/$编织为自我维持的衔尾蛇的$(l:greatwork/impetus)$(item)促动石/$那般厉害。$(br2)问题就在于意识里有太多无用的$(italic)垃圾/$。
At a ... metaphysical level-- I must be careful with these thoughts, I cannot lose myself, I have become too valuable --moving _media moves the mind, and the mind must be moved for the process to work. But, the mind is simply too $(italic)heavy/$ with other thoughts to move nimbly enough.$(br2)It is like an artisan trying to repair a watch while wearing mittens. 从……形而上学层面上讲——我不能再有这种想法了,我不能让自己的思维被搅乱,我的思维非常重要——流动的$(media)媒质/$会推动意识,意识也必须被推动以使这一过程启动。但是,意识中的许多思维让意识变得十分$(italic)笨重/$,没法灵活行动。$(br2)就和让工匠戴着连指手套去修手表一样。
There are several solutions to this conundrum: through meditative techniques one can learn to blank the mind, although I am not certain a mind free enough to actuate a circle can concentrate hard enough to do the motions.$(br2)Certain unsavory compounds can create a similar effect, but I know nothing of them and do not plan to learn. I must not rely on the chemicals of my brain. 这个难题有许多种解决方案。可以通过冥想或类似手段放空意识,尽管我不清楚放空到能启动法术环的意识还有没有足够的力量去执行那些操作。$(br2)某些不光彩的化合物也能产生类似效果,但我不了解它们也不想了解它们。我绝不能沉沦于给大脑喂化学品。
The solution I aim for, then, is to specialize a mind. Remove it from the tyranny of nerves, clip all outputs but delicate splays of _media-manipulating apparati, cauterize all inputs but the signal to start its work.$(br2)The process of $(l:greatwork/brainsweeping)$(action)mindflaying/$ I am now familiar with will do excellently; the mind of a villager is complex enough to do the work, but not so complex as to resist its reformation. 我选择的解决方案,是特种化一个意识。将其从神经的暴政中释放,剪去除$(media)媒质/$操控装置外的一切功用件,烙封除启动信号外的一切接收端口。$(br2)我现在已较为熟练掌握的$(l:greatwork/brainsweeping)$(action)剥离意识/$过程就能很好地做到这些。村民的意识复杂到足以启动法术环,但也还没复杂到能抵御扭曲。
First, the cradle. Although it does not work as an $(l:greatwork/impetus)$(item)Impetus/$, the flow of _media in a circle will only exit out the side pointed to by the arrows. This allows me to change the plane in which the wave flows, for example. 第一步,基床。虽然和纯粹的$(l:greatwork/impetus)$(item)促动石/$不大一样,但它能让$(media)媒质/$从箭头所指方向流出。这就提供了一种改变媒质波所在平面的方法。
Then, to transpose the mind. Villagers of different professions will lend different actuation conditions to the resulting $(l:greatwork/impetus)$(item)Impetus/$. A $(l:greatwork/impetus)$(item)Toolsmith Impetus/$ activates on a simple $(k:use). 第二步,转移意识。村民的职业不同意味着$(l:greatwork/impetus)$(item)促动石/$的激活条件不同。$(l:greatwork/impetus)$(item)工具匠促动石/$会在对其按下$(k:use)时启动。
A $(l:greatwork/impetus)$(item)Cleric Impetus/$ must be bound to a player by using an item with a reference to that player, like a $(l:items/focus)$(item)Focus/$, on the block. Then, it activates when receiving a redstone signal. $(l:greatwork/impetus)$(item)牧师促动石/$必须绑定至某一玩家,对其使用存有代表玩家的 iota 的物品(例如$(l:items/focus)$(item)核心/$)即可。这之后,它会在收到红石信号时启动。
Peculiarly to this $(l:greatwork/impetus)$(item)Impetus/$, the bound player, as well as a small region around them, are always accessible to the spell circle. It's as if they were standing within the bounds of the circle, no matter how far away they might stand.$(br2)The bound player is shown when looking at a $(l:greatwork/impetus)$(item)Cleric Impetus/$ through a $(l:items/lens)$(item)Scrying Lens/$. 这种$(l:greatwork/impetus)$(item)促动石/$也使得被绑定的玩家和他们周围一小块区域会一直受法术环影响。不管该玩家离法术环多远都会和站在法术环里一样。$(br2)用$(l:items/lens)$(item)探知透镜/$观察$(l:greatwork/impetus)$(item)牧师促动石/$就会显示被绑定的玩家。
A $(l:greatwork/impetus)$(item)Fletcher Impetus/$ activates when looked at for a short time. $(l:greatwork/impetus)$(item)制箭师促动石/$会在被注视一段时间后启动。
Directrices 导向石
Simpler than the task of creating a self-sustaining wave of _media is the task of directing it. Ordinarily the wave disintegrates when coming upon a crossroads, but with a mind to guide it, an exit direction can be controlled.$(br2)This manipulation is not nearly so fine as the delicacy of actuating a spell circle. In fact, it might be possible to do it by hand... but the packaged minds I have access to now would be so very convenient. 引导$(media)媒质/$比产生一个自我维持的媒质波简单许多。一般来说媒质波会在分叉处消散,但如果有一个用来指引的意识,媒质的流向就能被操控了。$(br2)这种操控所需的精度完全不比启动法术环的精度,我自己上都行……但封进一个意识实在太方便了。
A $(l:greatwork/directrix)$(item)Directrix/$ accepts a wave of _media and determines to which of the arrows it will exit from, depending on the villager mind inside.$(br2)I am not certain if this idea was bestowed upon me, or if my mind is bent around the barrier enough to splint off its own ideas now... but if the idea came from my own mind, if I thought it, can it be said it was bestowed? The brain is a vessel for the mind and the mind is a vessel for ideas and the ideas vessel thought and thought sees all and knows all-- I MUST N O T $(l:greatwork/directrix)$(item)导向石/$会接受一个$(media)媒质/$波并决定它的流向,具体如何操控主要看其中的村民意识。$(br2)我不清楚是这个想法先找到我的,还是我的意识先产生这种想法的……如果这种想法是我的意识产生的,是我自己想出来的,那还能说是想法找到我吗?大脑是意识的容器意识是想法的容器想法思维容器思维全知思维全知——停,下。
Firstly, a design for the cradle ... although, perhaps "substrate" would be more accurate a word. Without a mind guiding it, the output direction is determined by microscopic fluctuations in the _media wave and surroundings, making it effectively random. 第一步,基床……用“基底”这个名字会准确些。倘若没有意识引导,媒质的流向是由$(media)媒质/$波的微观涨落和环境决定的,换句话说,随机的。
A $(l:greatwork/directrix)$(item)Mason Directrix/$ switches output side based on a redstone signal. Without a signal, the exit is the _media-color side; with a signal, the exit is the redstone-color side. $(l:greatwork/directrix)$(item)石匠导向石/$会根据红石信号改变输出方向。没有信号的话,出口是$(media)媒质/$色的一端;有信号的话,出口是红石色的一端。
Akashic Libraries 阿卡夏图书馆
I KNOW SO MUCH it is ONLY RIGHT to have a place to store it all. Information can be stored in books but it is oh so so so so $(italic)slow/$ to write by hand and read by eye. I demand BETTER. And so I shall MAKE better.$(br2)... I am getting worse ... do not know if I have time to write everything bursting through my head before expiring. 我所知甚多,将所知存于某处是唯一正途。信息能用书本存储但徒手书写以眼阅读非常非常非常非常$(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。
The library. Here. My plans.$(br2)Like how patterns are associated with actions, I can associate my own patterns with iotas in any way I choose. An $(l:greatwork/akashiclib)$(item)Akashic Record/$ controls the library, and each $(l:greatwork/akashiclib)$(item)Akashic Bookshelf/$ stores one pattern mapped to one iota. These must all be directly connected together, touching. An $(l:greatwork/akashiclib)$(item)Akashic Ligature/$ doesn't do anything but count as a connecting block, to extend the size of my library. 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。
Allocating and assigning patterns is simple but oh so boring. I have better things to do. I will need a mind well-used to its work for the extraction to stay sound. 存储和分配图案非常简单但太过磨人,我还有要紧事要做。剥离一个精于此道的意识能省很多麻烦。
Then to operate the library is simple, the patterns are routed through the librarian and it looks them up and returns the iota to you. Two actions do the work. $(l:patterns/akashic_patterns)Notes here/$.$(br2)Using an empty $(l:items/scroll)$(item)scroll/$ on a bookshelf copies the pattern there onto the $(l:items/scroll)$(item)scroll/$. Sneaking and using an empty hand clears the datum in the shelf. 图书馆的使用方法很简单,交给图书管理员一个图案,然后他把对应的 iota 交给你。共有两个相关图案,$(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。
How to Read this Section 如何阅读这一章节
I've divided all the valid patterns I've found into sections based on what they do, more or less. I've written down the stroke order of the patterns as well, if I managed to find it in my studies, with the start of the pattern marked with a red dot.$(br2)If an action is cast by multiple patterns, as is the case with some, I'll write them all side-by-side. 我将我找到的所有图案根据作用分为了几类。我也记下了它们的笔画顺序,前提是我在研究中发现了确切顺序。绘制起点标记为一个稍大的红点。$(br2)如果某个操作需要绘制多个图案才能执行,我会将那些图案排在一起。
For a few patterns, however, I was $(italic)not/$ able to find the stroke order, just the shape. I suspect the order to draw them in are out there, locked away in the ancient libraries and dungeons of the world.$(br2)In such cases I just draw the pattern without any information on the order to draw it in. 我$(italic)没法确定/$某些图案的笔顺,不过它们的形状是确定的。我猜测它们的画法就藏在某些古代的图书馆和地牢里。$(br2)我只会记录这类图案的外形,笔顺不记。
I also write the types of iota that the action will consume or modify, a "→", and the types of iota the action will create.$(p)For example, "$(n)vector, number/$ → $(n)vector/$" means the action will remove a vector and a number from the top of the stack, and then add a vector; or, put another way, will remove a number from the stack, and then modify the vector at the top of the stack. (The number needs to be on the top of the stack, with the vector right below it.) 我也会记下操作接受或修改的 iota 的类型,后接一个“→”,再后接这些操作产生的 iota 的类型。$(p)例如,“$(n)vector, number/$ → $(n)vector/$” 意味着该操作会从栈顶移除一个向量和一个数,然后压入一个向量;或者说,移除一个数,然后修改栈顶的向量。(数需在栈顶,向量则需直接处于数下方。)
"→ $(n)entity/$" means it'll just push an entity. "$(n)entity, vector/$ →" means it removes an entity and a vector, and doesn't push anything.$(br2)Finally, if I find the little dot marking the stroke order too slow or confusing, I can press $(thing)Control/Command/$ to display a gradient, where the start of the pattern is darkest and the end is lightest. This works on scrolls and when casting, too! “→ $(n)entity/$”意味着该操作只会压入一个实体。“$(n)entity, vector/$ →”意味着该操作会弹出一个实体和一个向量,而不压入任何 iota。$(br2)再提一句,如果觉得标记笔顺的小点太慢或太难看清楚,可以按下 $(thing)Control 或 Command/$ 将图案以渐变显示,起始点最深,结束点最浅。卷轴和咒术网格也能这样!
Basic Patterns 基础图案
Adds me, the caster, to the stack. 返回我,也就是施法者。
Transforms an entity on the stack into its position. 将栈顶的实体变为其位置。
Transforms an entity on the stack into the direction it's looking in, as a unit vector. 将栈顶的实体变为其视线方向上的单位向量。
Transforms an entity on the stack into its height. 将栈顶的实体变为其高度。
Transforms an entity on the stack into the direction in which it's moving, with the speed of that movement as that direction's magnitude. 将栈顶的实体变为其移动方向上的向量,其模长为实体的移动速度。
Displays the top iota of the stack to me. 向我展示栈顶的 iota。
Combines two vectors (a position and a direction) into the answer to the question: If I stood at the position and looked in the direction, what block would I be looking at? Costs a negligible amount of _media. 将两个向量组合(分别表示位置和方向)并返回如下问题的答案:若我站在该位置并看向该方向,我会看到什么方块?消耗极少量$(media)媒质/$。
For example, casting this with my own position and look vectors will return the coordinates of the block I am looking at.$(br2)If it doesn't hit anything, the vectors will combine into $(l:casting/influences)$(thing)Null/$. 例如,用我自己的位置和视线向量运行该图案,会返回我所看方块的坐标。$(br2)如果视线并未碰到任何方块,运行结果则是 $(l:casting/influences)$(thing)Null/$。
Like $(l:patterns/basics#hexcasting:raycast)$(action)Archer's Distillation/$, but instead returns a vector representing the answer to the question: Which $(italic)side/$ of the block am I looking at? Costs a negligible amount of _media. 与$(l:patterns/basics#hexcasting:raycast)$(action)弓箭手之馏化/$类似,但会返回如下问题的答案:我看着的是方块的$(italic)哪一面/$?消耗极少量$(media)媒质/$。
More specifically, it returns the $(italic)normal vector/$ of the face hit, or a unit vector pointing perpendicular to the face.$(li)If I am looking at a floor, it will return (0, 1, 0).$(li)If I am looking at the south face of a block, it will return (0, 0, 1). 更确切地说,它会返回所看面的$(italic)法向量/$,也即垂直于该面的单位向量。$(li)如果我看着地面,它会返回(0, 1, 0)。$(li)如果我看着某方块面向南方的侧面,它会返回 (0, 0, 1)。
Like $(l:patterns/basics#hexcasting:raycast)$(action)Archer's Distillation/$, but instead returns the $(italic)entity/$ I am looking at. Costs a negligible amount of _media. 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/$。消耗极少量$(media)媒质/$。
Number Literals 数字常量
Numerical Reflection 数字之精思
Irritatingly, there is no easy way to draw numbers. Here is the method Nature deigned to give us. 烦人的是,没有绘制数字的简单方法。自然屈尊为我们创造的方法如下。
First, I draw one of the two shapes shown on the other page. Next, the $(italic)angles/$ following will modify a running count starting at 0.$(li)Forward: Add 1$(li)Left: Add 5$(li)Right: Add 10$(li)Sharp Left: Multiply by 2$(li)Sharp Right: Divide by 2.$(br)The clockwise version of the pattern, on the right of the other page, will negate the value at the very end. (The left-hand counter-clockwise version keeps the number positive).$(p)Once I finish drawing, the number's pushed to the top of the stack. 首先,绘制左页两图案中的一种,默认数值为 0。然后,每一画的$(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。
Example 1 例图一
This pattern pushes 10. 该图案会返回 10。
Example 2 例图二
This pattern pushes 7: 5 + 1 + 1. 该图案会返回 7:5 + 1 + 1。
Example 3 例图三
This pattern pushes -32: negate 1 + 5 + 10 * 2. 该图案会返回 -32:1 + 5 + 10 * 2 的相反数。
Example 4 例图四
This pattern pushes 4.5: 5 / 2 + 1 + 1. 该图案会返回 4.5:5 / 2 + 1 + 1。
In certain cases it might be easier to just use an $(l:items/abacus)$(item)Abacus/$. But, it's worth knowing the "proper" way to do things. 某些情况下用$(l:items/abacus)$(item)算盘/$会更方便。但数字的“正确”画法也要了然于心。
Mathematics 数学
Many mathematical operations function on both numbers and vectors. Such arguments are written as "num/vec". 许多数学操作对数和向量都有效。这类参数记为“num/vec”。
Perform addition. 执行加法。
As such:$(li)With two numbers at the top of the stack, combines them into their sum.$(li)With a number and a vector, removes the number from the stack and adds it to each element of the vector.$(li)With two vectors, combines them by summing corresponding components into a new vector (i.e. [1, 2, 3] + [0, 4, -1] = [1, 6, 2]). 操作如下:$(li)若栈顶为两个数,返回其和。$(li)若为一个数和一个向量,移除该数并将向量的每个分量与其相加。$(li)若为两个向量,将对应分量相加(也即 [1, 2, 3] + [0, 4, -1] = [1, 6, 2])。
Perform subtraction. 执行减法。
As such:$(li)With two numbers at the top of the stack, combines them into their difference.$(li)With a number and a vector, removes the number from the stack and subtracts it from each element of the vector.$(li)With two vectors, combines them by subtracting each component.$(br2)In all cases, the top of the stack or its components are subtracted $(italic)from/$ the second-from-the-top. 操作如下:$(li)若栈顶为两个数,返回其差。$(li)若为一个数和一个向量,移除该数并从向量的每个分量与其相减。$(li)若为两个向量,将对应分量相减。$(br2)栈顶元素为减数/减向量,栈顶往下第二元素为被减数/被减向量。
Perform multiplication or the dot product. 执行乘法或点积。
As such:$(li)With two numbers, combines them into their product.$(li)With a number and a vector, removes the number from the stack and multiplies each component of the vector by that number.$(li)With two vectors, combines them into their $(l:https://www.mathsisfun.com/algebra/vectors-dot-product.html)dot product/$. 操作如下:$(li)若栈顶为两个数,返回其积。$(li)若为一个数和一个向量,移除该数并将向量的每个分量与其相乘。$(li)若为两个向量,计算其$(l:https://www.mathsisfun.com/algebra/vectors-dot-product.html)点积/$。
Perform division or the cross product. 执行除法或叉积。
As such:$(li)With two numbers, combines them into their quotient.$(li)With a number and a vector, removes the number and divides it by each element of the vector.$(li)With two vectors, combines them into their $(l:https://www.mathsisfun.com/algebra/vectors-cross-product.html)cross product/$.$(br2)In the first and second cases, the top of the stack or its components comprise the dividend, and the second-from-the-top or its components are the divisor.$(p)WARNING: Never divide by zero! 操作如下:$(li)若栈顶为两个数,返回其商。$(li)若为一个数和一个向量,移除该数并将向量的每个分量与其相除。$(li)若为两个向量,计算其$(l:https://www.mathsisfun.com/algebra/vectors-cross-product.html)叉积/$。$(br2)第一第二种情况下,栈顶元素或其分量为除数,栈顶往下第二元素或其分量为被除数。$(p)警告:绝对不可除以零!
Compute the absolute value or length. 计算绝对值或模长。
Replaces a number with its absolute value, or a vector with its length. 将一个数变为其绝对值,将一个向量变为其模长。
Perform exponentiation or vector projection. 执行乘方或向量射影。
With two numbers, combines them by raising the first to the power of the second.$(li)With a number and a vector, removes the number and raises each component of the vector to the number's power.$(li)With two vectors, combines them into the $(l:https://en.wikipedia.org/wiki/Vector_projection)vector projection/$ of the top of the stack onto the second-from-the-top.$(br2)In the first and second cases, the first argument or its components are the base, and the second argument or its components are the exponent. 若栈顶为两个数,返回两数的乘方。$(li)若为一个数和一个向量,移除该数并计算向量的每个分量与该数的乘方。$(li)若为两个向量,计算栈顶向量对栈顶往下第二向量的$(l:https://en.wikipedia.org/wiki/Vector_projection)向量射影/$。$(br2)第一第二种情况下,栈顶元素或其分量为指数, 栈顶往下第二元素或其分量为底数。
"Floors" a number, cutting off the fractional component and leaving an integer value. 对一个数取底,也即去掉小数部分取整。
"Ceilings" a number, raising it to the next integer value if it has a fractional component. 对一个数取顶,也即将小数部分不为零的数换为大于其的最小整数。
Combine three numbers at the top of the stack into a vector's X, Y, and Z components (top to bottom). 将三个数作为向量的 X,Y,Z 分量组合(最下方为 X 分量)。
Split a vector into its X, Y, and Z components (top to bottom). 将一个向量拆分为其 X,Y,Z 分量(最下方为 X 分量)。
Takes the modulus of two numbers. This is the amount $(italics)remaining/$ after division - for example, 5 % 2 is 1, and 5 % 3 is 2. 取两数除法的余数。也即执行除法后$(italic)剩余/$的数。例如,5 %% 2 得 1,5 %% 3 得 2。
Coerces a vector to its nearest axial direction, a unit vector. The zero vector is unaffected. 将一个向量变为与其夹角最小的轴向单位向量。零向量不受影响。
Creates a random number between 0 and 1. 返回一个 0 与 1 之间的随机数。
Advanced Mathematics 高阶数学
Takes the sine of an angle in radians, yielding the vertical component of that angle drawn on a unit circle. Related to the values of $(l:patterns/consts#hexcasting:const/double/pi)$(thing)π/$ and $(l:patterns/consts#hexcasting:const/double/tau)$(thing)τ/$. 计算所给角(弧度制)的正弦,也即该角在单位圆上的纵坐标。与 $(l:patterns/consts#hexcasting:const/double/pi)$(thing)π/$ 和 $(l:patterns/consts#hexcasting:const/double/tau)$(thing)τ/$ 的值有关。
Takes the cosine of an angle in radians, yielding the horizontal component of that angle drawn on a unit circle. Related to the values of $(l:patterns/consts#hexcasting:const/double/pi)$(thing)π/$ and $(l:patterns/consts#hexcasting:const/double/tau)$(thing)τ/$. 计算所给角(弧度制)的余弦,也即该角在单位圆上的横坐标。与 $(l:patterns/consts#hexcasting:const/double/pi)$(thing)π/$和 $(l:patterns/consts#hexcasting:const/double/tau)$(thing)τ/$ 的值有关。
Takes the tangent of an angle in radians, yielding the slope of that angle drawn on a circle. Related to the values of $(l:patterns/consts#hexcasting:const/double/pi)$(thing)π/$ and $(l:patterns/consts#hexcasting:const/double/tau)$(thing)τ/$. 计算所给角(弧度制)的正切,也即该角在单位圆上的斜率。与 $(l:patterns/consts#hexcasting:const/double/pi)$(thing)π/$ 和 $(l:patterns/consts#hexcasting:const/double/tau)$(thing)τ/$ 的值有关。
Takes the inverse sine of a value with absolute value 1 or less, yielding the angle whose sine is that value. Related to the values of $(l:patterns/consts#hexcasting:const/double/pi)$(thing)π/$ and $(l:patterns/consts#hexcasting:const/double/tau)$(thing)τ/$. 计算所给数(绝对值小于 1)的反正弦,也即正弦为该值的角。与 $(l:patterns/consts#hexcasting:const/double/pi)$(thing)π/$ 和 $(l:patterns/consts#hexcasting:const/double/tau)$(thing)τ/$ 的值有关。
Takes the inverse cosine of a value with absolute value 1 or less, yielding the angle whose cosine is that value. Related to the values of $(l:patterns/consts#hexcasting:const/double/pi)$(thing)π/$ and $(l:patterns/consts#hexcasting:const/double/tau)$(thing)τ/$. 计算所给数(绝对值小于 1)的反余弦,也即余弦为该值的角。与 $(l:patterns/consts#hexcasting:const/double/pi)$(thing)π/$ 和 $(l:patterns/consts#hexcasting:const/double/tau)$(thing)τ/$ 的值有关。
Takes the inverse tangent of a value, yielding the angle whose tangent is that value. Related to the values of $(l:patterns/consts#hexcasting:const/double/pi)$(thing)π/$ and $(l:patterns/consts#hexcasting:const/double/tau)$(thing)τ/$. 计算所给数的反正切,也即正切为该值的角。与 $(l:patterns/consts#hexcasting:const/double/pi)$(thing)π/$ 和 $(l:patterns/consts#hexcasting:const/double/tau)$(thing)τ/$ 的值有关。
Removes the number at the top of the stack, then takes the logarithm of the number at the top using the other number as its base. Related to the value of $(l:patterns/consts#hexcasting:const/double/e)$(thing)$(italic)e/$. 计算以栈顶元素为底的,栈顶往下第二元素为真数的对数。与 $(l:patterns/consts#hexcasting:const/double/e)$(thing)$(italic)e/$ 的值有关。
Sets 集合
Set operations are odd, in that some of them can accept two numbers or two lists, but not a combination thereof. Such arguments will be written as "num, num/list, list".$(br2)When numbers are used in those operations, they are being used as so-called binary "bitsets", lists of 1 and 0, true and false, "on" and "off". 集合操作比较奇怪,部分操作只能接受两个数或两个列表,但一个数一个列表就不行。这类参数记为“num, num/list, list”。$(br2)当接受的是数时,它们将被视为所谓二进制的“位组”,也就是由 1 和 0、真和假、“开”和“关”组成的列表。
Unifies two sets. 取两集合的并集。
As such:$(li)With two numbers at the top of the stack, combines them into a bitset containing every "on" bit in either bitset.$(li)With two lists, this creates a list of every element from the first list, plus every element from the second list that is not in the first list. This is similar to $(l:patterns/lists#hexcasting:concat)$(action)Combination Distillation/$. 操作如下:$(li)若栈顶为两个数,将其组合为在两个位组中有一个为 1 处为 1 的位组。$(li)若栈顶为两个列表,则创建一个由第一个列表中所有元素和第二个列表独有的元素组成的列表。和$(l:patterns/lists#hexcasting:concat)$(action)组合之馏化/$类似。
Takes the intersection of two sets. 取两集合的交集。
As such:$(li)With two numbers at the top of the stack, combines them into a bitset containing every "on" bit present in $(italics)both/$ bitsets.$(li)With two lists, this creates a list of every element from the first list that is also in the second list. 操作如下:$(li)若栈顶为两个数,将其组合为仅在两个位组中$(italic)均/$为 1 处为 1 的位组。$(li)若栈顶为两个列表,则创建一个由第一个和第二个列表共有的元素组成的列表。
Takes the exclusive disjunction of two sets. 取两集合中每个集合独有的元素集合。
As such:$(li)With two numbers at the top of the stack, combines them into a bitset containing every "on" bit present in $(italics)exactly one/$ of the bitsets.$(li)With two lists, this creates a list of every element in both lists that is $(italics)not/$ in the other list. 操作如下:$(li)若栈顶为两个数,将其组合为仅在两个位组中$(italic)仅一个/$为 1 处为 1 的位组。$(li)若栈顶为两个列表,则创建一个在两个列表中$(italic)仅出现一次/$的元素组成的列表。
Takes the inversion of a bitset, changing all "on" bits to "off" and vice versa. In my experience, this will take the form of that number negated and decreased by one. For example, 0 will become -1, and -100 will become 99. 对位组执行位非操作,将所有为 1 的比特换为 0,反之亦然。就我经验而言,这会使一个数变为其相反数,然后减 1。例如,0 会变成 -1,而 -100 会变成 99。
Removes duplicate entries from a list. 去除列表内重复的元素。
Constants 常数
The left-hand counter-clockwise pattern adds [1, 0, 0] to the stack; the right-hand clockwise pattern adds [-1, 0, 0]. 左图(逆时针绘制)返回 [1, 0, 0];右图(顺时针绘制)返回 [-1, 0, 0]。
The left-hand counter-clockwise pattern adds [0, 1, 0] to the stack; the right-hand clockwise pattern adds [0, -1, 0]. 左图(逆时针绘制)返回 [0, 1, 0];右图(顺时针绘制)返回 [0, -1, 0]。
The left-hand counter-clockwise pattern adds [0, 0, 1]; the right-hand clockwise pattern adds [0, 0, -1]. 左图(逆时针绘制)返回 [0, 0, 1];右图(顺时针绘制)返回 [0, 0, -1]。
Adds [0, 0, 0] to the stack. 返回 [0, 0, 0]。
Adds τ, the radial representation of a complete circle, to the stack. 返回 τ,也即圆的弧度。
Adds π, the radial representation of half a circle, to the stack. 返回 π,也即半圆的弧度。
Adds $(italic)e/$, the base of natural logarithms, to the stack. 返回 $(italic)e/$,也即自然对数的底。
Adds the $(l:casting/influences)$(thing)Null/$ influence to the top of the stack. 返回 $(l:casting/influences)$(thing)Null/$ 这一虚指。
Stack Manipulation 栈操作
These patterns concern the $(l:casting/stack)$(thing)Stack/$ itself. Many of them pop different numbers of arguments and push different numbers of outputs depending on the inputs you give them. Such occurrences are written as "many". 这些图案会直接对$(l:casting/stack)$(thing)栈/$进行操控。这其中的许多图案都会根据提供的参数弹出或压入不同数目的元素。这类参数记为“many”。
Swaps the top two iotas of the stack. 交换栈顶两个 iota 的位置。
Grabs the element in the stack indexed by the number and brings it to the top. 提出下标为所给数的元素并将其置于栈顶。
Pushes the size of the stack as a number to the top of the stack. (For example, a stack of [0, 1] will become [0, 1, 2].) 以数的形式压入栈中元素的个数。(例如,一个形如 [0, 1] 的栈会变为 [0, 1, 2]。)
Remove $(italic)num/$ elements from the stack, then add them to a list at the top of the stack. 移除$(italic)所给数/$个元素,然后压入一个由其组成的列表。
Remove the list at the top of the stack, then push its contents to the stack. 移除栈顶的列表,然后依次压入其元素。
Duplicates the top iota of the stack. 复制栈顶的 iota。
Removes the number at the top of the stack, then copies the top iota of the stack that number of times. (A count of 2 results in two of the iota on the stack, not three.) 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。)
Bookkeeper's Gambits 书吏之策略
An infinite family of actions that keep or remove elements at the top of the stack based on the sequence of dips and lines. 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。
Assuming that I draw a Bookkeeper's Gambit pattern left-to-right, the number of iotas the action will require is determined by the horizontal distance covered by the pattern. From deepest in the stack to shallowest, a flat line will keep the iota, whereas a triangle dipping down will remove it.$(br2)If my stack contains $(italic)0, 1, 2/$ from deepest to shallowest, drawing the first pattern opposite will give me $(italic)1/$, the second will give me $(italic)0/$, and the third will give me $(italic)0, 2/$ (the 0 at the bottom is left untouched). 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)。
Rearranges the top elements of the stack based on the given numerical code, which is the index of the permutation wanted. Costs an amount of media that starts negligible and scales up as the numerical code does. 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。
Although I can't pretend to know the mathematics behind calculating this permutation code, I have managed to dig up an extensive chart of them, enumerating all permutations of up to six elements.$(br2)If I wish to do further study, the key word is "Lehmer Code." 我确实不知道数字代码和重排操作的完整对应关系,但我整理了一份对应表格,整理了最多六个元素的重排的编码。$(br2)如果要延伸阅读,可以搜索“Lehmer Code”。
Table of Codes 编码列表
Logical Operators 逻辑运算
If the first argument is greater than the second, return 1. Otherwise, return 0. 如果第一个参数大于第二个,返回 1. 否则返回 0。
If the first argument is less than the second, return 1. Otherwise, return 0. 如果第一个参数小于第二个,返回 1。否则返回 0。
If the first argument is greater than or equal to the second, return 1. Otherwise, return 0. 如果第一个参数大于或等于第二个,返回 1。否则返回 0。
If the first argument is less than or equal to the second, return 1. Otherwise, return 0. 如果第一个参数小于或等于第二个,返回 1。否则返回 0。
If the first argument equals the second (within a small tolerance), return 1. Otherwise, return 0. 如果第一个参数等于第二个(允许较小误差),返回 1。否则返回 0。
If the first argument does not equal the second (outside a small tolerance), return 1. Otherwise, return 0. 如果第一个参数不等于第二个(允许较小误差),返回 1。否则返回 0。
If the argument is 0 or $(l:casting/influences)$(thing)Null/$, return 1. Otherwise, return 0. 如果参数是 0 或 $(l:casting/influences)$(thing)Null/$,返回 1。否则返回 0。
If the argument is 0, return $(l:casting/influences)$(thing)Null/$. If it's $(l:casting/influences)$(thing)Null/$, return 0. Otherwise, return the argument 如果参数是 0,返回 $(l:casting/influences)$(thing)Null/$。如果参数是 $(l:casting/influences)$(thing)Null/$,返回 0。否则返回其本身。
If the first argument is not $(l:casting/influences)$(thing)Null/$, return it. Otherwise, return the second argument. 如果第一个参数不是 $(l:casting/influences)$(thing)Null/$,返回第一个参数。否则返回第二个参数。
If the first argument is $(l:casting/influences)$(thing)Null/$, return $(l:casting/influences)$(thing)Null/$. Otherwise, return the second argument. 如果第一个参数是 $(l:casting/influences)$(thing)Null/$,返回 $(l:casting/influences)$(thing)Null/$。否则返回第二个参数。
If either argument (but not both) is $(l:casting/influences)$(thing)Null/$, return the non-$(l:casting/influences)$(thing)Null/$ argument. Otherwise, return $(l:casting/influences)$(thing)Null/$. 如果两参数中仅一个是 $(l:casting/influences)$(thing)Null/$,返回不是 $(l:casting/influences)$(thing)Null/$ 的参数。否则返回 $(l:casting/influences)$(thing)Null/$。
Entities 实体
Transform the position on the stack into the entity at that location (or $(l:casting/influences)$(thing)Null/$ if there isn't one). 将栈顶位置向量变为该处实体(若无则返回 $(l:casting/influences)$(thing)Null/$)。
Transform the position on the stack into the animal at that location (or $(l:casting/influences)$(thing)Null/$ if there isn't one). 将栈顶位置向量变为该处动物(若无则返回 $(l:casting/influences)$(thing)Null/$)。
Transform the position on the stack into the monster at that location (or $(l:casting/influences)$(thing)Null/$ if there isn't one). 将栈顶位置向量变为该处怪物(若无则返回 $(l:casting/influences)$(thing)Null/$)。
Transform the position on the stack into the dropped item at that location (or $(l:casting/influences)$(thing)Null/$ if there isn't one). 将栈顶位置向量变为该处物品实体(若无则返回 $(l:casting/influences)$(thing)Null/$)。
Transform the position on the stack into the player at that location (or $(l:casting/influences)$(thing)Null/$ if there isn't one). 将栈顶位置向量变为该处玩家(若无则返回 $(l:casting/influences)$(thing)Null/$)。
Transform the position on the stack into the living creature at that location (or $(l:casting/influences)$(thing)Null/$ if there isn't one). 将栈顶位置向量变为该处生物(若无则返回 $(l:casting/influences)$(thing)Null/$)。
Take a position and maximum distance on the stack, and combine them into a list of animals near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有动物的列表。
Take a position and maximum distance on the stack, and combine them into a list of non-animal entities near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有非动物实体的列表。
Take a position and maximum distance on the stack, and combine them into a list of monsters near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有怪物的列表。
Take a position and maximum distance on the stack, and combine them into a list of non-monster entities near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有非怪物实体的列表。
Take a position and maximum distance on the stack, and combine them into a list of dropped items near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有掉落的物品的列表。
Take a position and maximum distance on the stack, and combine them into a list of non-dropped-item entities near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有非物品实体的列表。
Take a position and maximum distance on the stack, and combine them into a list of players near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有玩家的列表。
Take a position and maximum distance on the stack, and combine them into a list of non-player characters near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有非玩家实体的列表。
Take a position and maximum distance on the stack, and combine them into a list of living creatures near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有生物的列表。
Take a position and maximum distance on the stack, and combine them into a list of non-living entities near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有非生物实体的列表。
Take a position and maximum distance on the stack, and combine them into a list of all entities near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有实体的列表。
List Manipulation 列表操作
Remove the number at the top of the stack, then replace the list at the top with the nth element of that list (where n is the number you removed). Replaces the list with $(l:casting/influences)$(thing)Null/$ if the number is out of bounds. 移除栈顶的数,将栈顶的列表变为其中下标为该数(就是被移除的那个数)的元素。若该数越界,则将列表换为 $(l:casting/influences)$(thing)Null/$。
Remove the two numbers at the top of the stack, then take a sublist of the list at the top of the stack between those indices, lower bound inclusive, upper bound exclusive. For example, the 0, 2 sublist of [0, 1, 2, 3, 4] would be [0, 1]. 移除栈顶的两个数,将栈顶的列表变为其中下标在两个数之间元素的子列表,包含下标下界,不含下标上界。例如,[0, 1, 2, 3, 4] 的 0, 2 子列表是 [0, 1]。
Remove the top of the stack, then add it to the end of the list at the top of the stack. 移除栈顶元素,将其加到栈顶列表的末尾。
Remove the list at the top of the stack, then add all its elements to the end of the list at the top of the stack. 移除栈顶列表,将其中元素加到当前栈顶列表的末尾。
Push an empty list to the top of the stack. 压入一个空列表。
Remove the top of the stack, then push a list containing only that element. 移除栈顶元素,而后返回一个仅包含该元素的列表。
Remove the list at the top of the stack, then push the number of elements in the list to the stack. 移除栈顶列表,而后返回该列表中元素的个数。
Reverse the list at the top of the stack. 倒置栈顶列表。
Remove the iota at the top of the stack, then replace the list at the top with the first index of that iota within the list (starting from 0). Replaces the list with -1 if the iota doesn't exist in the list. 移除栈顶元素,并将栈顶列表变为该元素在其中第一次出现的位置(从 0 开始)。若没有出现过则返回 -1。
Remove the number at the top of the stack, then remove the nth element of the list at the top of the stack (where n is the number you removed). 移除栈顶的数,而后移除栈顶列表中下标为该数(就是被移除的那个数)的元素。
Remove the top iota of the stack and the number at the top, then set the nth element of the list at the top of the stack to that iota (where n is the number you removed). Does nothing if the number is out of bounds. 移除栈顶元素和栈顶的数,而后将栈顶列表中下标为该数(就是被移除的那个数)变为该元素。若该数越界则不进行操作。
Remove the top iota, then add it as the first element to the list at the top of the stack. 移除栈顶元素,将其加到栈顶列表的开头。
Remove the first iota from the list at the top of the stack, then push that iota to the stack. 移除栈顶列表的第一个元素,并返回该元素。
Patterns as Iotas 将图案用作 Iota
One of the many peculiarities of this art is that $(italic)patterns themselves/$ can act as iotas-- I can even put them onto my stack when casting.$(br2)This raises a fairly obvious question: how do I express them? If I simply drew a pattern, it would hardly tell Nature to add it to my stack-- rather, it would simply be matched to an action. 咒法学中的一个怪异之处就是$(italic)图案本身/$也可被视为 iota——甚至能在施法时被压到栈中。$(br2)这就产生了一个问题:我怎么把图案用作 iota 呢?如果就只是画一遍,自然大概不会将其理解为“把它加到栈里”,而只会将其与操作对应起来。
Fortunately, Nature has provided me with a set of $(l:casting/influences)influences/$ that I can use to work with patterns directly.$(br2)In short, $(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)Consideration/$ lets me add one pattern to the stack, and $(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)Introspection/$ and $(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)Retrospection/$ let me add a whole list. 幸运的是,自然提供了一组专用于此道的$(l:casting/influences)虚指/$。$(br2)简而言之,$(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)考察/$使我能将一个图案加到栈中,$(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)内省/$和$(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)反思/$则能加入一整个列表。
To use $(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)Consideration/$, I draw it, then another arbitrary pattern. That second pattern is added to the stack. 要使用$(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)考察/$,先绘制它,然后绘制任意图案。第二个图案就会被加到栈中。
One may find it helpful to think of this as "escaping" the pattern onto the stack, if they happen to be familiar with the science of computers.$(br2)The usual use for this is to copy the pattern to a $(l:items/scroll)$(item)Scroll/$ or $(l:items/slate)$(item)Slate/$ using $(l:patterns/readwrite#hexcasting:write)$(action)Scribe's Gambit/$, and then perhaps decorating with them. 如果对计算机科学有足够了解的话,你可能能将其与“escape”操作联系起来。$(br2)考察的一大用途是将某一图案复制到$(l:items/scroll)$(item)卷轴/$或$(l:items/slate)$(item)石板/$上,且要和$(l:patterns/readwrite#hexcasting:write)$(action)书吏之策略/$配合使用。这之后卷轴和石板就能拿来装饰了。
Drawing $(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)Introspection/$ makes my drawing of patterns act differently, for a time. Until I draw $(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)Retrospection/$, the patterns I draw are saved. Then, when I draw $(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)Retrospection/$, they are added to the stack as a list iota. 绘制$(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)内省/$会让这之后绘制的图案不再与操作联系。而在绘制$(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)反思/$后,之前绘制的图案就会作为一个列表加到栈中。
If I draw another $(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)Introspection/$, it'll still be saved to the list, but I'll then have to draw $(italic)two/$ $(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)Retrospections/$ to get back to normal casting. 如果绘制内省后再绘制一个$(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)内省/$,则它也将被加到列表中,而且需绘制$(italic)两次/$$(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)反思/$才能回到正常施法模式。
Also, I can escape the special behavior of $(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)Intro-/$ and $(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)Retrospection/$ by drawing a $(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)Consideration/$ before them, which will simply add them to the list without affecting which the number of $(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)Retrospections/$ I need to return to casting.$(br2)If I draw two $(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)Considerations/$ in a row while $(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)introspecting/$, it will add a single $(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)Consideration/$ to the list. 而且,如果在绘制$(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)内省/$和$(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)反思/$前绘制一个$(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)考察/$,我就能绕过它们的特殊功能,并将它们作为普通图案加到栈中,且不会影响返回正常施法模式前要绘制的$(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)反思/$个数。$(br2)如果在$(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)考察中/$连续绘制两个$(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)考察/$,只有第一个$(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)考察/$会被加到栈中。
Reading and Writing 读取与写入
Copy the iota stored in the item (such as a $(l:items/scroll)$(item)Scroll/$, $(l:items/focus)$(item)Focus/$, $(l:items/abacus)$(item)Abacus/$ or $(l:items/spellbook)$(item)Spellbook/$) in my other hand, and add it to the stack. 复制另一只手中的物品中存储的 iota(例如从$(l:items/scroll)$(item)卷轴/$、$(l:items/focus)$(item)核心/$、$(l:items/abacus)$(item)算盘/$或$(l:items/spellbook)$(item)法术书/$中),并加到栈中。
If the item in my other hand holds an iota I can read, returns 1. Otherwise, returns 0. 如果另一只手中的物品存有可读取的 iota,返回 1。否则返回 0。
Like $(l:patterns/readwrite#hexcasting:read)$(action)Scribe's Reflection/$, but the iota is read out of an item entity instead of my other hand. 就和$(l:patterns/readwrite#hexcasting:read)$(action)书吏之精思/$一样,但会将 iota 从物品实体而非手中物品中读出。
Also like $(l:patterns/readwrite#hexcasting:readable)$(action)Auditor's Reflection/$, but the status is once again read out of an item entity instead of my other hand. 就和$(l:patterns/readwrite#hexcasting:readable)$(action)审计员之精思/$一样,但检测的是物品实体而非手中物品。
Remove the top iota from the stack, and save it into the item in my other hand. 移除栈顶 iota,并将其存入另一只手的物品中。
I can use this spell to save iotas into an (unsealed) $(l:items/focus)$(item)Focus/$ or $(l:items/spellbook)$(item)Spellbook/$, or I can copy patterns onto $(l:items/scroll)$(item)Scrolls/$ or $(l:items/slate)$(item)Slates/$ with the help of $(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)Consideration/$.$(br2)However, it seems I am unable to save a reference to another player, only me. I suppose an entity reference is similar to the idea of a True Name; perhaps Nature is helping to keep our Names out of the hands of enemies. If I want a friend to have my Name I can make a $(l:items/focus)$(item)Focus/$ for them. 可以这个法术将 iota 存入未密封的$(l:items/focus)$(item)核心/$或$(l:items/spellbook)$(item)法术书/$中,也可用$(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)考察/$将图案存入$(l:items/scroll)$(item)卷轴/$或$(l:items/slate)$(item)石板/$。$(br2)然而,我不能将代表另一位玩家的 iota 写入物品,只能写入我的。我认为这和“真名”类似。也许是自然在阻止我们的真名落入敌手。如果我想把我的真名交给朋友,做个$(l:items/focus)$(item)核心/$给他们就好了。
If I could save the given iota into the item in my other hand, returns 1. Otherwise, returns 0. 如果可将所给 iota 写入另一只手中的物品中,返回 1。否则返回 0。
The Ravenmind 渡鸦之思
Items are not the only places I can store information, however. I am also able to store that information in the _media of the _Hex itself, much like the stack, but separate. Texts refer to this as the $(l:patterns/readwrite#hexcasting:local)$(thing)ravenmind/$. It holds a single iota, much like a $(l:items/focus)$(item)Focus/$, and begins with $(l:casting/influences)$(thing)Null/$ like the same. It is preserved between iterations of $(l:patterns/meta#hexcasting:for_each)$(action)Thoth's Gambit/$, but only lasts as long as the _Hex it's a part of. Once I stop casting, the value will be lost. 物品不是唯一一个能存入信息的地方,我也可以将其存到$(hex)咒术/$自身的$(media)媒质/$里,就和栈差不多。文献将其称为$(l:patterns/readwrite#hexcasting:local)$(thing)渡鸦之思/$。它能存有一个 iota,默认为 $(l:casting/influences)$(thing)Null/$,和$(l:items/focus)$(item)核心/$差不多。它在每次使用$(l:patterns/meta#hexcasting:for_each)$(action)托特之策略/$后保持不变,但也只能撑到$(hex)咒术/$结束。一旦施法结束,其值就会被清除。
Removes the top iota from the stack, and saves it to my $(l:patterns/readwrite#hexcasting:local)$(thing)ravenmind/$, storing it there until I stop casting the _Hex. 移除栈顶 iota,并将其存入$(l:patterns/readwrite#hexcasting:local)$(thing)渡鸦之思/$,在施放$(hex)咒术/$的整个过程结束之前一直存在那里。
Copy the iota out of my $(l:patterns/readwrite#hexcasting:local)$(thing)ravenmind/$, which I likely just wrote with $(l:patterns/readwrite#hexcasting:write/local)$(action)Huginn's Gambit/$. 将$(l:patterns/readwrite#hexcasting:local)$(thing)渡鸦之思/$中的 iota 复制出来。(也许刚刚才用$(l:patterns/readwrite#hexcasting:write/local)$(action)福金之策略/$写进去。)
Meta-evaluation 元运行
Remove a pattern or list of patterns from the stack, then cast them as if I had drawn them myself with my $(l:items/staff)$(item)Staff/$ (until a $(l:patterns/meta#hexcasting:halt)$(action)Charon's Gambit/$ is encountered). If an iota is escaped with $(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)Consideration/$ or $(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)its ilk/$, it will be pushed to the stack. Otherwise, non-patterns will fail. 移除栈顶的图案列表,然后就像我用$(l:items/staff)$(item)法杖/$施法一样依次运行(直到碰到$(l:patterns/meta#hexcasting:halt)$(action)卡戎之策略/$)。如果一个 iota 已用$(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)考察/$或$(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)类似手段/$作为图案加入栈中,那么该 iota 将在运行时被加到栈中。否则其将在非图案元素运行失败。
This can be $(italic)very/$ powerful in tandem with $(l:items/focus)$(item)Foci/$.$(br2)It also makes the bureaucracy of Nature a "Turing-complete" system, according to one esoteric scroll I found.$(br2)However, it seems there's a limit to how many times a _Hex can cast itself-- Nature doesn't look kindly on runaway spells!$(br2)In addition, with the energies of the patterns occurring without me to guide them, any mishap will cause the remaining actions to become too unstable and immediately unravel. 若与$(l:items/focus)$(item)核心/$同时使用,它将提供$(italic)极为/$强大的操控能力。$(br2)距我找到的一张奇特卷轴所称,它还将自然的咒法体系变为了一个“图灵完备”的系统。$(br2)然而,$(hex)咒术/$能重复执行自身的次数是有限的——自然不会对失控的法术手软的!$(br2)此外,若让图案不在我的引导下操控能量,那么任何事故都可能导致后续操作不稳定甚至直接执行不了。
Remove a list of patterns and a list from the stack, then cast the given pattern over each element of the second list. 移除栈中的一个图案列表和一个列表,然后对后一列表中的每个元素运行前一图案列表中的图案。
More specifically, for each element in the second list, it will:$(li)Create a new stack, with everything on the current stack plus that element$(li)Draw all the patterns in the first list$(li)Save all the iotas remaining on the stack to a list$(br)Then, after all is said and done, pushes the list of saved iotas onto the main stack.$(br2)No wonder all the practitioners of this art go mad. 更确切地说,对应后一列表中的每个元素,它将:$(li)创建一个新栈,其中包括当前栈中的所有元素和后一列表中的一个元素。$(li)绘制前一列表中的所有图案。$(li)将该栈中剩余的所有元素存进一个列表。$(br)在所有元素都运行一遍后,将该列表压入原本的栈中。$(br2)也难怪精通此操作的人都疯了。
This pattern forcibly halts a _Hex. This is mostly useless on its own, as I could simply just stop writing patterns, or put down my staff. 这个图案将强制停止$(hex)咒术/$的施放。它独自出现可能没什么用,我只要不绘制图案或是放下法杖就行了。
But when combined with $(l:patterns/meta#hexcasting:eval)$(action)Hermes'/$ or $(l:patterns/meta#hexcasting:for_each)$(action)Thoth's Gambits/$, it becomes $(italics)far/$ more interesting. Those patterns serve to 'contain' that halting, and rather than ending the entire _Hex, those gambits end instead. This can be used to cause $(l:patterns/meta#hexcasting:for_each)$(action)Thoth's Gambit/$ not to operate on every iota it's given. An escape from the madness, as it were. 但当与$(l:patterns/meta#hexcasting:eval)$(action)赫尔墨斯之策略/$或$(l:patterns/meta#hexcasting:for_each)$(action)托特之策略/$一起使用时,它就将发挥$(italic)大/$用。那些图案会碰到这个休止符,但$(hex)咒术/$本身不会停止,停止运行的是那些策略。它可以用来防止$(l:patterns/meta#hexcasting:for_each)$(action)托特之策略/$将每个 iota 都运行一遍。这便是逃离疯狂的密道。
Spell Circle Patterns 法术环图案
These patterns must be cast from a $(l:greatwork/spellcircles)$(item)Spell Circle/$; trying to cast them through a $(l:items/staff)$(item)Staff/$ will fail rather spectacularly. 这些图案只能在$(l:greatwork/spellcircles)$(item)法术环/$上运行。尝试用$(l:items/staff)$(item)法杖/$绘制它们会招致可怖的事故。
Returns the position of the $(l:greatwork/impetus)$(item)Impetus/$ of this spell circle. 返回该法术环的$(l:greatwork/impetus)$(item)促动石/$的位置。
Returns the direction the $(l:greatwork/impetus)$(item)Impetus/$ of this spell circle is facing as a unit vector. 以单位向量返回该法术环的$(l:greatwork/impetus)$(item)促动石/$的面朝方向。
Returns the position of the lower-north-west corner of the bounds of this spell circle. 返回该法术环影响范围的西北靠下转角的位置。
Returns the position of the upper-south-east corner of the bounds of this spell circle. 返回该法术环影响范围的东南靠上转角的位置。
Akashic Patterns 阿卡夏图案
Read the iota associated with the given pattern out of the $(l:greatwork/akashiclib)$(item)Akashic Library/$ with its $(l:greatwork/akashiclib)$(item)Record/$ at the given position. This has no range limit. Costs about one $(l:items/amethyst)$(item)Amethyst Dust/$. 在$(l:greatwork/akashiclib)$(item)阿卡夏记录/$处从$(l:greatwork/akashiclib)$(item)阿卡夏图书馆/$中读出所给图案对应的 iota。没有读取距离限制。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
Associate the iota with the given pattern in the $(l:greatwork/akashiclib)$(item)Akashic Library/$ with its $(l:greatwork/akashiclib)$(item)Record/$ at the given position. This $(italic)does/$ have a range limit. Costs about one $(l:items/amethyst)$(item)Amethyst Dust/$. 在$(l:greatwork/akashiclib)$(item)阿卡夏图书馆/$的$(l:greatwork/akashiclib)$(item)记录/$处将 iota 和所给图案对应起来。$(italic)有/$存取距离限制。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
Working with Items 处理物品
Certain spells, such as $(l:patterns/spells/blockworks#hexcasting:place_block)$(action)Place Block/$, will consume additional items from my inventory. When this happens, the spell will first look for the item to use, and then draw from all such items in my inventory.$(br2)This process is called "picking an item." 某些法术,例如$(l:patterns/spells/blockworks#hexcasting:place_block)$(action)放置方块/$,会消耗物品栏内的其他物品。在这种情况下,法术会先检索要用哪个物品,然后就会消耗物品栏内所有同种物品。$(br2)这一过程被称为“挑选物品。
More specifically:$(li)First, the spell will search for the first valid item in my hotbar to the $(italic)right of my $(l:items/staff)$(item)staff/$, wrapping around at the right-hand side, and starting at the first slot if my $(l:items/staff)$(item)staff/$ is in my off-hand.$(li)Second, the spell will draw that item from as $(italic)far back in my inventory/$ as possible, prioritizing the main inventory over the hotbar. 更具体地说:$(li)首先,法术会在快捷栏内$(l:items/staff)$(item)法杖所处位置的右侧/$依次搜索可用物品,搜到最右侧后便会从最左侧开始向右搜寻。若$(l:items/staff)$(item)法杖/$在副手,则会从快捷栏一号位开始搜索。$(li)然后,法术会从$(italic)物品栏内最靠后的位置/$开始消耗同种物品,且物品栏优先于快捷栏。
This way, I can keep a "chooser" item on my hotbar to tell the spell what to use, and fill the rest of my inventory with that item to keep the spell well-stocked. 如此,我可以在快捷栏里放一些“选择器”用来告诉法术要用哪种方块,并在物品栏内放些同种方块防止供给不足。
Basic Spells 基础法术
Remove a number and vector from the stack, then create an explosion at the given location with the given power. 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爆炸。
A power of 3 is about as much as a Creeper's blast; 4 is about as much as a TNT blast. Nature refuses to give me a blast of more than 10 power, though.$(br2)Strangely, this explosion doesn't seem to harm me. Perhaps it's because $(italic)I/$ am the one exploding?$(br2)Costs a negligible amount at power 0, plus 3 extra $(l:items/amethyst)$(item)Amethyst Dust/$s per point of explosion power. 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/$。
Remove a number and vector from the stack, then create a fiery explosion at the given location with the given power. 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。
Costs one $(l:items/amethyst)$(item)Amethyst Dust/$, plus about 3 extra $(l:items/amethyst)$(item)Amethyst Dust/$s per point of explosion power. Otherwise, the same as $(l:patterns/spells/basic#hexcasting:explode)$(action)Explosion/$, except with fire. 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。
Remove an entity and direction from the stack, then give a shove to the given entity in the given direction. The strength of the impulse is determined by the length of the vector.$(br)Costs units of $(l:items/amethyst)$(item)Amethyst Dust/$ equal to the square of the length of the vector. 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/$。
Remove an entity and length from the stack, then teleport the given entity along its look vector by the given length.$(br)Costs about one $(l:items/amethyst)$(item)Amethyst Shard/$ per two blocks travelled. 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/$。
Remove a vector and two numbers from the stack. Plays an $(thing)instrument/$ defined by the first number at the given location, with a $(thing)note/$ defined by the second number. Costs a negligible amount of _media. 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$(media)媒质/$。
There appear to be 16 different $(thing)instruments/$ and 25 different $(thing)notes/$. Both are indexed by zero.$(br2)These seem to be the same instruments I can produce with a $(item)Note Block/$, though the reason for each instrument's number being what it is eludes me.$(br2)Either way, I can find the numbers I need to use by inspecting a $(item)Note Block/$ through a $(l:items/lens)$(item)Scrying Lens/$. 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/$就能得知乐器对应的数字。
Blockworks 方块工程
Remove a location from the stack, then pick a block item and place it at the given location.$(br)Costs a negligible amount of _media. 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$(media)媒质/$。
Remove a location from the stack, then break the block at the given location. This spell can break nearly anything a Diamond Pickaxe can break.$(br)Costs a bit more than one $(l:items/amethyst)$(item)Amethyst Dust/$. 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/$。
Summon a block of water (or insert a bucket's worth) into a block at the given position. Costs about one $(l:items/amethyst)$(item)Amethyst Dust/$. 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/$。
Destroy a great deal of liquid (not just water) around the given position. Costs about two $(l:items/amethyst)$(item)Charged Amethyst/$. 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/$。
Conjure an ethereal, but solid, block that sparkles with my pigment at the given position. Costs about one $(l:items/amethyst)$(item)Amethyst Dust/$. 在给定位置构筑一个空灵缥缈却坚硬可触的,闪着的方块。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
Conjure a magical light that softly glows with my pigment at the given position. Costs about one $(l:items/amethyst)$(item)Amethyst Dust/$. 在给定位置构筑一个发着我的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/$。
Encourage a plant or sapling at the target position to grow, as if $(item)Bonemeal/$ was applied. Costs a bit more than one $(l:items/amethyst)$(item)Amethyst Dust/$. 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。消耗略多于一个$(l:items/amethyst)$(item)紫水晶粉/$。
Forcibly infuse _media into the sapling at the target position, causing it to grow into an $(l:items/edified)$(thing)Edified Tree/$. Costs about one $(l:items/amethyst)$(item)Charged Crystal/$. 将$(media)媒质/$强制注入目标位置的树苗,使其长为$(l:items/edified)$(thing)启迪树/$。消耗大约 1 个$(l:items/amethyst)$(item)充能紫水晶/$。
Start a fire on top of the given location, as if a $(item)Fire Charge/$ was applied. Costs about one $(l:items/amethyst)$(item)Amethyst Dust/$. 在给定位置上方生火,就像在该位置使用$(item)火焰弹/$一样。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
Extinguish blocks in a large area. Costs about six $(l:items/amethyst)$(item)Amethyst Dust/$s. 熄灭周围较大区域内的火焰。消耗大约 6 个$(l:items/amethyst)$(item)紫水晶粉/$。
Nadirs 天底法术
This family of spells all impart a negative potion effect upon an entity. They all take an entity, the recipient, and one or two numbers, the first being the duration and the second, if present, being the potency (starting at 1).$(br2)Each one has a "base cost;" the actual cost is equal to that base cost, multiplied by the potency squared. 此类法术会给予某一实体一个负面药水效果。它们都接受一个实体作为效果受体,和一两个数。其中第一个数是持续时间,第二个数(若有)是效果强度(以 1 起始)。$(br2)每种法术都有一个“基础消耗”,实际消耗为基础消耗乘以效果强度的平方。
According to certain legends, these spells and their sisters, the $(l:patterns/great_spells/zeniths)$(action)Zeniths/$, were "[...] inspired by a world near to this one, where powerful wizards would gather magic from the land and hold duels to the death. Unfortunately, much was lost in translation..."$(br2)Perhaps that is the reason for their peculiar names. 距某些传说所言,这些法术和它们的姊妹法术——$(l:patterns/great_spells/zeniths)$(action)天顶法术/$,都是“……由另一个世界的魔法启发的。在那个世界里,强大的魔法师会从四处收集魔法并决斗至死。不幸的是,许多信息都没翻译过来……”$(br2)也许这就是它们名字怪异的原因。
Inflicts $(thing)weakness/$. Base cost is one $(l:items/amethyst)$(item)Amethyst Dust/$ per 10 seconds. 给予$(thing)虚弱/$。每 10 秒持续时间的基础消耗为 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
Inflicts $(thing)levitation/$. Base cost is one $(l:items/amethyst)$(item)Amethyst Dust/$ per 5 seconds. 给予$(thing)飘浮/$。每 5 秒持续时间的基础消耗为 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
Inflicts $(thing)withering/$. Base cost is one $(l:items/amethyst)$(item)Amethyst Dust/$ per second. 给予$(thing)凋零/$。每 1 秒持续时间的基础消耗为 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
Inflicts $(thing)poison/$. Base cost is one $(l:items/amethyst)$(item)Amethyst Dust/$ per 3 seconds. 给予$(thing)中毒/$。每 3 秒持续时间的基础消耗为 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
Inflicts $(thing)slowness/$. Base cost is one $(l:items/amethyst)$(item)Amethyst Dust/$ per 5 seconds. 给予$(thing)缓慢/$。每 5 秒持续时间的基础消耗为 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
Crafting Casting Items 制作施法物品
These three spells each create an $(l:items/hexcasting)$(thing)item that casts a _Hex./$$(br)They all require me to hold the empty item in my off-hand, and require two things: the list of patterns to be cast, and an entity representing a dropped stack of $(l:items/amethyst)$(item)Amethyst/$ to form the item's battery.$(br2)See $(l:items/hexcasting)this entry/$ for more information. 这三个法术都能制作$(l:items/hexcasting)$(thing)用于施放$(hex)咒术/$的物品/$。$(br)它们都要求我在另一只手上手持对应的基础物品,并且需提供两个参数:需运行的图案和一个用作电池的$(l:items/amethyst)$(item)紫水晶/$物品实体。$(br2)详情参见$(l:items/hexcasting)此条目/$。
Costs about one $(l:items/amethyst)$(item)Charged Amethyst/$. 消耗大约 1 个$(l:items/amethyst)$(item)充能紫水晶/$。
Costs about five $(l:items/amethyst)$(item)Charged Amethysts/$. 消耗大约 5 个$(l:items/amethyst)$(item)充能紫水晶/$。
Costs about ten $(l:items/amethyst)$(item)Charged Amethysts/$. 消耗大约 10 个$(l:items/amethyst)$(item)充能紫水晶/$。
Recharge a _media-containing item in my other hand. Costs about one $(l:items/amethyst)$(item)Amethyst Shard/$. 给另一只手中的能装$(media)媒质/$的物品重新充能。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶碎片/$。
This spell is cast in a similar method to the crafting spells; an entity representing a dropped stack of $(l:items/amethyst)$(item)Amethyst/$ is provided, and recharges the _media battery of the item in my other hand.$(br2)This spell $(italic)cannot/$ recharge the item farther than its original battery size. 此法术和制作施法物品所用法术施放方式类似。提供一个$(l:items/amethyst)$(item)紫水晶/$物品实体,就能给另一只手中物品的$(media)媒质/$电池重新充能。$(br2)此法术$(italic)不能/$充入超过电池大小的媒质。
Clear a _Hex-containing item in my other hand. Costs about one $(l:items/amethyst)$(item)Amethyst Dust/$. 清除另一只手中写有$(hex)咒术/$的物品。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
The spell will also void all the _media stored inside the item, releasing it back to Nature and returning the item to a perfectly clean slate. This way, I can re-use $(l:items/hexcasting)$(item)Trinkets/$ I have put an erroneous spell into, for example.$(br2)This also works to clear a $(l:items/focus)$(item)Focus/$ or $(l:items/spellbook)$(item)Spellbook/$ page, unsealing them in the process. 此法术也会清除物品内存储的$(media)媒质/$,将其释放给自然并将物品恢复到其初始状态。如此就能回收利用容易出错的$(l:items/hexcasting)$(item)缀品/$了。$(br2)此法术也能清除$(l:items/focus)$(item)核心/$和$(l:items/spellbook)$(item)法术书/$书页内容,同时去除其上密封。
Sentinels 哨卫
$(italic)Hence, away! Now all is well,$(br)One aloof stand sentinel./$$(br2)A $(l:patterns/spells/sentinels)$(thing)Sentinel/$ is a mysterious force I can summon to assist in the casting of _Hexes, like a familiar or guardian spirit. It appears as a spinning geometric shape to my eyes, but is invisible to everyone else. $(italic)去吧!现在一切都已完成,$(br)只须留着一个人作哨卫。/$$(br2)$(l:patterns/spells/sentinels)$(thing)哨卫/$是一种能被$(hex)咒术/$召唤出的神秘力量,就和亲人或是侍卫一样。对我而言,它是一个旋转着的几何体,而其他人看不见它。
It has several interesting properties:$(li)It does not appear to be tangible; no one can touch it.$(li)Only my _Hexes can interact with it.$(li)Once summoned, it stays in place until banished.$(li)I am always able to see it if I'm close enough, even through solid objects. 它有些有趣的性质:$(li)它似乎不可被触摸,没人摸得到它。$(li)只有我的$(hex)咒术/$才能与之交互。$(li)一旦召唤,在被驱除前它都将留在原位。$(li)只要我离它足够近,我就能透过方块看见它。
Summons my $(l:patterns/spells/sentinels)$(thing)sentinel/$ at the given position. Costs about one $(l:items/amethyst)$(item)Amethyst Dust/$. 在给定位置召唤哨卫$(l:patterns/spells/sentinels)$(thing)哨卫/$。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
Banish my $(l:patterns/spells/sentinels)$(thing)sentinel/$, and remove it from the world. Costs a negligible amount of _media. 将我的$(l:patterns/spells/sentinels)$(thing)哨卫/$从世界中驱除出去。消耗极少量$(media)媒质/$。
Add the position of my $(l:patterns/spells/sentinels)$(thing)sentinel/$ to the stack, or $(l:casting/influences)$(thing)Null/$ if it isn't summoned. Costs a negligible amount of _media. 将我的$(l:patterns/spells/sentinels)$(thing)哨卫/$的位置加到栈中,若并未召唤则加入一个 $(l:casting/influences)$(thing)Null/$。消耗极少量$(media)媒质/$。
Transform the position vector on the top of the stack into a unit vector pointing from that position to my $(l:patterns/spells/sentinels)$(thing)sentinel/$, or $(l:casting/influences)$(thing)Null/$ if it isn't summoned. Costs a negligible amount of _media. 将栈顶的位置向量变为从我的位置指向$(l:patterns/spells/sentinels)$(thing)哨卫/$的单位向量,若并未召唤则变为 $(l:casting/influences)$(thing)Null/$。消耗极少量$(media)媒质/$。
I must be holding a $(l:items/pigments)$(item)Pigment/$ in my other hand to cast this spell. When I do, it will consume the dye and permanently change my mind's coloration (at least, until I cast the spell again). Costs about one $(l:items/amethyst)$(item)Amethyst Dust/$. 我必须在施法时在另一只手中持有$(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/$。
Summon a block of lava or insert a bucket's worth into a block at the given position. Costs about one $(l:items/amethyst)$(item)Charged Amethyst/$. 在给定位置生成一格熔岩(也即一桶)。消耗大约 1 个$(l:items/amethyst)$(item)充能紫水晶/$。
It may be advisable to keep my knowledge of this spell secret. A certain faction of botanists get... touchy about it, or so I've heard.$(br2)Well, no one said tracing the deep secrets of the universe was going to be an easy time. 建议不要声张知道这个法术这件事。某些植物学家对此……比较敏感,至少我听说是这样。$(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。
Weather Manipulation 天气操控
I command the heavens! This spell will summon a bolt of lightning to strike the earth where I direct it. Costs about three $(l:items/amethyst)$(item)Amethyst Shards/$. 我能命令苍穹!此法术会在我所想之处召唤一道落雷。消耗大约 3 个$(l:items/amethyst)$(item)紫水晶碎片/$。
I control the clouds! This spell will summon rain across the world I cast it upon. Costs about one $(l:items/amethyst)$(item)Charged Amethyst/$. Does nothing if it is already raining. 我能控制云彩!此法术会在我所处世界各处召来雨水。消耗大约 1 个$(l:items/amethyst)$(item)充能紫水晶/$。若已在下雨就无效。
A counterpart to summoning rain. This spell will dispel rain across the world I cast it upon. Costs about one $(l:items/amethyst)$(item)Amethyst Shard/$. Does nothing if the skies are already clear. 召雨的反面。此法术会将我所处世界的雨水驱离。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶碎片/$。若未在下雨就无效。
The power of flight! I have wrestled Nature to its knees. But Nature is vengeful, and itches for me to break its contract so it may break my shins. 飞行的力量!我已使自然屈膝臣服。但自然懂得复仇,它无时无刻不在盼望着我打破与它的条约,这样它就能打折我的腿。
The entity (which must be a player) will be endowed with flight. The first number is the number of seconds they may fly for, and the second number is the radius of the zone they may fly in. If the recipient exits that zone, or their timer runs out while midair, the gravity that they spurned will get its revenge. Painfully.$(br2)It costs one quarter of an $(l:items/amethyst)$(item)Amethyst Dust/$, per meter of radius, per second in flight. 实体(必须是玩家)将被给予飞行的力量。第一个数字是飞行能持续的时间,第二个数字则是允许飞行区域的半径。如果该玩家飞出了那个区域,或是在空中时时间耗尽,他们所藐视的引力就会出手。极尽其能。$(br2)每米半径、每秒持续时间消耗四分之一个$(l:items/amethyst)$(item)紫水晶粉/$。
Far more powerful than $(l:patterns/spells/basic#hexcasting:blink)$(action)Blink/$, this spell lets me teleport nearly anywhere in the entire world! There does seem to be a limit, but it is $(italic)much/$ greater than the normal radius of influence I am used to. 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/$。
The entity will be teleported by the given vector, which is an offset from its given position. No matter the distance, it always seems to cost about ten $(l:items/amethyst)$(item)Charged Amethyst/$.$(br2)The transference is not perfect, and it seems when teleporting something as complex as a player, their inventory doesn't $(italic)quite/$ stay attached, and tends to splatter everywhere at the destination. 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。
Zeniths 天顶法术
This family of spells all impart a positive potion effect upon an entity, similar to the $(l:patterns/spells/nadirs)$(action)Nadirs/$. However, these have their _media costs increase with the $(italic)cube/$ of the potency. 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/$类似。然而,它们的$(media)媒质/$消耗会按效果强度的$(italic)立方/$。
Bestows $(thing)regeneration/$. Base cost is one $(l:items/amethyst)$(item)Amethyst Dust/$ per second. 给予$(thing)生命恢复/$。每 1 秒持续时间的基础消耗为 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
Bestows $(thing)night vision/$. Base cost is one $(l:items/amethyst)$(item)Amethyst Dust/$ per 5 seconds. 给予$(thing)夜视/$。每 5 秒持续时间的基础消耗为 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
Bestows $(thing)absorption/$. Base cost is one $(l:items/amethyst)$(item)Amethyst Dust/$ per second. 给予$(thing)伤害吸收/$。每 1 秒持续时间的基础消耗为 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
Bestows $(thing)haste/$. Base cost is one $(l:items/amethyst)$(item)Amethyst Dust/$ per 3 seconds. 给予$(thing)急迫/$。每 3 秒持续时间的基础消耗为 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
Bestows $(thing)strength/$. Base cost is one $(l:items/amethyst)$(item)Amethyst Dust/$ per 3 seconds. 给予$(thing)力量/$。每 3 秒持续时间的基础消耗为 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
Summon a greater version of my $(l:patterns/spells/sentinels)$(thing)Sentinel/$. Costs about two $(l:items/amethyst)$(item)Amethyst Dust/$. 召唤一个比普通$(l:patterns/spells/sentinels)$(thing)哨卫/$要强大的哨卫。消耗大约 2 个$(l:items/amethyst)$(item)紫水晶粉/$。
The stronger $(l:patterns/spells/sentinels)$(thing)sentinel/$ acts like the normal one I can summon without the use of a Great Spell, if a little more visually interesting. However, the range in which my spells can work is extended to a small region around my greater $(l:patterns/spells/sentinels)$(thing)sentinel/$, about 16 blocks. In other words, no matter where in the world I am, I can interact with things around my $(l:patterns/spells/sentinels)$(thing)sentinel/$ (the mysterious forces of chunkloading notwithstanding). 卓越$(l:patterns/spells/sentinels)$(thing)哨卫/$除了看上去更奇特外和不用卓越法术召唤的哨卫一样。然而,我的法术的生效范围会扩展到卓越$(l:patterns/spells/sentinels)$(thing)哨卫/$周围小范围处,大概是哨卫周围 16 格内。换句话说,不管我在世界上何处,我都能与卓越$(l:patterns/spells/sentinels)$(thing)哨卫/$周围的方块交互(尽管仍会受到“区块加载”这一神秘力量的影响)。
Infuse a bottle with _media to form a $(l:items/phials)$(item)Phial./$ 将$(media)媒质/$注入一个玻璃瓶,从而制成$(l:items/phials)$(item)试剂瓶/$。
Similarly to the spells for $(l:patterns/spells/hexcasting)$(action)Crafting Casting Items/$, I must hold a $(item)Glass Bottle/$ in my other hand, and provide the spell with a dropped stack of $(l:items/amethyst)$(item)Amethyst/$. See $(l:items/phials)this page/$ for more information.$(br2)Costs about one $(l:items/amethyst)$(item)Charged Amethyst/$. 和用于$(l:patterns/spells/hexcasting)$(action)制作施法物品/$的法术类似,我必须在另一只手中拿着一个$(item)玻璃瓶/$,并提供一个$(l:items/amethyst)$(item)紫水晶/$物品实体作为参数。更多信息参见$(l:items/phials)此页/$。$(br2)消耗大约 1 个$(l:items/amethyst)$(item)充能紫水晶/$。
I cannot make heads or tails of this spell... To be honest, I'm not sure I want to know what it does. 我搞不懂这个法术……说实话,我也不清楚我到底想不想知道它的作用。
Cross-Mod Compatibility 模组联动
It appears I have installed some mods Hexcasting interoperates with! I've detailed them here. 好像我装了某些能和咒法学联动的模组!详情如下。
The art of _Hexcasting is versatile. If I find that my world has been $(italic)modified/$ by certain other powers, it's possible that I may use _Hexcasting in harmony and combination with them. $(hex)咒法学/$是一门多用途的学问。如果世界能被某些其他力量$(italic)改变/$,那么有可能$(hex)咒法学/$可以和它们和谐相处,协同使用。
I should keep in mind, however, that Nature seems to have paid less attention in crafting these aspects of my art; strange behavior and bugs are to be expected. I'm sure the mod developer will do her best to correct them, but I must remember this is a less important pastime to her.$(br2)I may also find that there are sharp disregards to balance in the costs and effects of the interoperating powers. In such a case I suppose I will have to be responsible and restrain myself from using them. 应当谨记,自然似乎在这些方面耗费的精力较少,可能会出现奇怪的现象和漏斗。我相信模组制作者们会尽他们所能来纠正这些错误,但也必须理解这只是他们的业余爱好。$(br2)也许我会发现某些协同力量带来的法术在平衡性上表现不佳。我想我应该有足够的自控力不去滥用。
Finally, if I find myself interested in the lore and stories of this world, I do not think any notes compiled while examining these interoperations should be considered as anything more than light trifles. 最后,如果对剧情和故事感兴趣,就应理解试验这些协同力量时所做的笔记只会是些琐事。
I have discovered actions to get and set an entity's gravity. I find them interesting, if slightly nauseating.$(br2)Interestingly, although $(l:patterns/great_spells/flight)$(action)Flight/$ is a great spell, and manipulates gravity similarly, these are not. It baffles me why... Perhaps the mod developer wanted players to have fun, for once. 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。
Get the main direction gravity pulls the given entity in, as a unit vector. For most entities, this will be down: [0, -1, 0]. 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]。
Set the main direction gravity pulls the given entity in. The given vector will be coerced into the nearest axis, as per $(l:patterns/math#hexcasting:coerce_axial)$(action)Axial Purification/$. Costs about 1 $(item)Charged Amethyst Crystal/$. 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/$。
I have discovered methods of changing the size of entities, and querying how much larger or smaller they are than normal. 我发现了改变实体大小,和得知它们相较原本究竟变了多少的方法。
Get the scale of the entity, as a proportion of their normal size. For most entities, this will be 1. 获取实体的大小倍数,也即当前大小和原本大小的比值。对大多数实体而言,此值为 1。
Set the scale of the entity, passing in a proportion of their normal size. Costs about 1 $(item)Amethyst Shard/$. 设置实体的大小倍数,需传入一个与其原本大小的比值。消耗大约 1 个$(item)紫水晶碎片/$。
%d %d
nice nice
Goblin Punch Goblin Punch
3blue1brown 3blue1brown
Psi Codex Psi Codex
Gravity Changer Gravity Changer
Pehkui Pehkui
hexcasting/1.18-keys
Key 英文 中文
item.hexcasting.book Hex Notebook 咒术笔记
item.hexcasting.wand_oak Oak Staff 橡木法杖
item.hexcasting.wand_spruce Spruce Staff 云杉木法杖
item.hexcasting.wand_birch Birch Staff 白桦木法杖
item.hexcasting.wand_jungle Jungle Staff 丛林木法杖
item.hexcasting.wand_acacia Acacia Staff 金合欢木法杖
item.hexcasting.wand_dark_oak Dark Oak Staff 深色橡木法杖
item.hexcasting.wand_crimson Crimson Staff 绯红木法杖
item.hexcasting.wand_warped Warped Staff 诡异木法杖
item.hexcasting.wand_akashic Edified Staff 启迪木法杖
item.hexcasting.focus Focus 核心
item.hexcasting.focus.sealed Sealed Focus 密封核心
item.hexcasting.spellbook Spellbook 法术书
item.hexcasting.cypher Cypher 杂件
item.hexcasting.trinket Trinket 缀品
item.hexcasting.artifact Artifact 造物
item.hexcasting.battery Phial of Media 媒质之瓶
item.hexcasting.manaholder.amount N*merical Mana: %s/%s (%.0f%%) 魔力容量:%s/%s(%.0f%%)
item.hexcasting.amethyst_dust Amethyst Dust 紫水晶粉
item.hexcasting.charged_amethyst Charged Amethyst 充能紫水晶
item.hexcasting.lens Scrying Lens 探知透镜
item.hexcasting.scroll_small Small Scroll 小型卷轴
item.hexcasting.scroll_small.of How did you get this item of %s 你是咋拿到这个%s物品的
item.hexcasting.scroll_small.empty Empty Small Scroll 空白小型卷轴
item.hexcasting.scroll_medium Medium Scroll 中型卷轴
item.hexcasting.scroll_medium.of How did you get this item of %s 你是咋拿到这个%s物品的
item.hexcasting.scroll_medium.empty Empty Medium Scroll 空白中型卷轴
item.hexcasting.scroll Large Scroll 大型卷轴
item.hexcasting.scroll.of Ancient Scroll of %s %s之远古卷轴
item.hexcasting.scroll.empty Empty Large Scroll 空白大型卷轴
item.hexcasting.abacus Abacus 算盘
item.hexcasting.jeweler_hammer Jeweler's Hammer 珠宝匠锤
item.hexcasting.sub_sandwich Submarine Sandwich 潜艇三明治
item.hexcasting.dye_colorizer_white White Pigment 白色染色剂
item.hexcasting.dye_colorizer_orange Orange Pigment 橙色染色剂
item.hexcasting.dye_colorizer_magenta Magenta Pigment 品红色染色剂
item.hexcasting.dye_colorizer_light_blue Light Blue Pigment 淡蓝色染色剂
item.hexcasting.dye_colorizer_yellow Yellow Pigment 黄色染色剂
item.hexcasting.dye_colorizer_lime Lime Pigment 黄绿色染色剂
item.hexcasting.dye_colorizer_pink Pink Pigment 粉红色染色剂
item.hexcasting.dye_colorizer_gray Gray Pigment 灰色染色剂
item.hexcasting.dye_colorizer_light_gray Light Gray Pigment 淡灰色染色剂
item.hexcasting.dye_colorizer_cyan Cyan Pigment 青色染色剂
item.hexcasting.dye_colorizer_purple Purple Pigment 紫色染色剂
item.hexcasting.dye_colorizer_blue Blue Pigment 蓝色染色剂
item.hexcasting.dye_colorizer_brown Brown Pigment 棕色染色剂
item.hexcasting.dye_colorizer_green Green Pigment 绿色染色剂
item.hexcasting.dye_colorizer_red Red Pigment 红色染色剂
item.hexcasting.dye_colorizer_black Black Pigment 黑色染色剂
item.hexcasting.pride_colorizer_agender Agender Pigment 无性别染色剂
item.hexcasting.pride_colorizer_aroace Aroace Pigment 无浪漫倾向无性恋染色剂
item.hexcasting.pride_colorizer_aromantic Aromantic Pigment 无浪漫倾向染色剂
item.hexcasting.pride_colorizer_asexual Asexual Pigment 无性恋染色剂
item.hexcasting.pride_colorizer_bisexual Bisexual Pigment 双性恋染色剂
item.hexcasting.pride_colorizer_demiboy Demiboy Pigment 部分男性染色剂
item.hexcasting.pride_colorizer_demigirl Demigirl Pigment 部分女性染色剂
item.hexcasting.pride_colorizer_gay Gay Pigment 男同性恋染色剂
item.hexcasting.pride_colorizer_genderfluid Genderfluid Pigment 性别流体染色剂
item.hexcasting.pride_colorizer_genderqueer Genderqueer Pigment 性别酷儿染色剂
item.hexcasting.pride_colorizer_intersex Intersex Pigment 双性人染色剂
item.hexcasting.pride_colorizer_lesbian Lesbian Pigment 女同性恋染色剂
item.hexcasting.pride_colorizer_nonbinary Non-Binary Pigment 非二元性别染色剂
item.hexcasting.pride_colorizer_pansexual Pansexual Pigment 泛性恋染色剂
item.hexcasting.pride_colorizer_plural Plural Pigment 多重人格染色剂
item.hexcasting.pride_colorizer_transgender Transgender Pigment 跨性别染色剂
item.hexcasting.uuid_colorizer Soulglimmer Pigment 灵魂闪光染色剂
item.hexcasting.creative_unlocker The Media Cube 媒质立方
item.hexcasting.creative_unlocker.tooltip.0 Contains %s. 含有%s。
item.hexcasting.creative_unlocker.for_emphasis INFINITE MEDIA 无限媒质
item.hexcasting.creative_unlocker.tooltip.1 Consume to unlock all %s knowledge. 食用以解锁所有有关%s的知识。
item.hexcasting.creative_unlocker.mod_name Hexcasting 咒法学
block.hexcasting.conjured Conjured Block 构筑的方块
block.hexcasting.slate.blank Blank Slate 空白石板
block.hexcasting.slate.written Patterned Slate 有图案的石板
block.hexcasting.empty_impetus Empty Impetus 空白促动石
block.hexcasting.directrix_redstone Mason Directrix 石匠导向石
block.hexcasting.empty_directrix Empty Directrix 空白导向石
block.hexcasting.impetus_rightclick Toolsmith Impetus 工具匠促动石
block.hexcasting.impetus_look Fletcher Impetus 制箭师促动石
block.hexcasting.impetus_storedplayer Cleric Impetus 牧师促动石
block.hexcasting.akashic_record Akashic Record 阿卡夏记录
block.hexcasting.akashic_bookshelf Akashic Bookshelf 阿卡夏书架
block.hexcasting.akashic_connector Akashic Ligature 阿卡夏桥接块
block.hexcasting.slate_block Block of Slate 板岩块
block.hexcasting.amethyst_dust_block Block of Amethyst Dust 紫水晶粉块
block.hexcasting.amethyst_tiles Amethyst Tiles 紫水晶瓦
block.hexcasting.scroll_paper Scroll Paper 纸卷轴
block.hexcasting.ancient_scroll_paper Ancient Scroll Paper 远古纸卷轴
block.hexcasting.scroll_paper_lantern Paper Lantern 纸灯笼
block.hexcasting.ancient_scroll_paper_lantern Ancient Paper Lantern 远古纸灯笼
block.hexcasting.amethyst_sconce Amethyst Sconce 紫水晶灯台
block.hexcasting.akashic_log Edified Log 启迪原木
block.hexcasting.akashic_log_stripped Stripped Edified Log 去皮启迪原木
block.hexcasting.akashic_wood Edified Wood 启迪木
block.hexcasting.akashic_wood_stripped Stripped Edified Wood 去皮启迪木
block.hexcasting.akashic_planks Edified Planks 启迪木板
block.hexcasting.akashic_panel Edified Panel 启迪木块
block.hexcasting.akashic_tile Edified Tile 启迪木方砖
block.hexcasting.akashic_door Edified Door 启迪木门
block.hexcasting.akashic_trapdoor Edified Trapdoor 启迪木活板门
block.hexcasting.akashic_stairs Edified Stairs 启迪木楼梯
block.hexcasting.akashic_slab Edified Slab 启迪木台阶
block.hexcasting.akashic_button Edified Button 启迪木按钮
block.hexcasting.akashic_pressure_plate Edified Pressure Plate 启迪木压力板
block.hexcasting.akashic_leaves1 Amethyst Edified Leaves 晶紫启迪树叶
block.hexcasting.akashic_leaves2 Aventurine Edified Leaves 砂蓝启迪树叶
block.hexcasting.akashic_leaves3 Citrine Edified Leaves 晶黄启迪树叶
itemGroup.hexcasting Hexcasting 咒法学
itemGroup.hexcasting.creative_tab Hexcasting 咒法学
hexcasting.tooltip.spellbook.page Selected Page %d/%d 所选书页 %d/%d
hexcasting.tooltip.spellbook.page.sealed Selected Page %d/%d (%s) 所选书页 %d/%d(%s)
hexcasting.tooltip.spellbook.page_with_name Selected Page %d/%d ("%s") 所选书页 %d/%d(“%s”)
hexcasting.tooltip.spellbook.page_with_name.sealed Selected Page %d/%d ("%s") (%s) 所选书页 %d/%d(“%s”)(%s)
hexcasting.tooltip.spellbook.sealed Sealed 已密封
hexcasting.tooltip.spellbook.empty Empty 空白
hexcasting.tooltip.spellbook.empty.sealed Empty (%s) 空白(%s)
hexcasting.tooltip.abacus.reset Reset to 0 重置为0
hexcasting.tooltip.lens.impetus.mana %s dust %s 紫水晶粉
hexcasting.tooltip.lens.impetus.storedplayer Bound to %s 与%s绑定
hexcasting.tooltip.lens.impetus.storedplayer.none Unbound 未绑定
hexcasting.tooltip.lens.pattern.invalid Invalid Pattern 无效图案
hexcasting.tooltip.lens.akashic.bookshelf.location Record at %s 记录于%s
hexcasting.tooltip.lens.akashic.record.count %s iotas stored 存有%s个iota
hexcasting.tooltip.lens.akashic.record.count.single %s iota stored 存有%s个iota
hexcasting.tooltip.brainsweep.min_level Level %s or higher %s级或以上
hexcasting.tooltip.brainsweep.level Level %s %s级
hexcasting.tooltip.brainsweep.product Mindless Body 无意识的躯体
hexcasting.spelldata.onitem Contains: %s 存有:%s
hexcasting.spelldata.anything Anything 任意
hexcasting.spelldata.unknown Unknown data (this is a bug) 未知数据(这是个bug)
hexcasting.spelldata.entity.whoknows An Entity (this should only show up if this was stored before the 0.5.0 update, use Scribe's Reflection, Scribe's Gambit to fix) 实体(应只会在0.5.0版本前存入的核心上显示,用书吏之精思和书吏之策略修复)
hexcasting.spelldata.akashic.nopos The owning record does not know of any iota here (this is a bug) 阿卡夏记录无法读取此处iota(这是个bug)
gui.hexcasting.spellcasting Hex Grid 咒术网格
tag.hexcasting.wands Hex Staves 咒术法杖
tag.hexcasting.akashic_logs Edified Logs 启迪原木
tag.hexcasting.akashic_planks Edified Planks 启迪木板
tag.hexcasting.phial_base Empty Phials 空试剂瓶
emi.category.hexcasting.brainsweep Flay Mind 剥离意识
emi.category.hexcasting.villager_leveling Trade Leveling 职业等级
emi.category.hexcasting.villager_profession Villager Profession 村民职业
advancement.hexcasting:root Hexcasting Research 咒法学研究
advancement.hexcasting:root.desc Find a concentrated form of media growing deep beneath the earth. 在地底深处找到不断生长着的,凝聚的媒质
advancement.hexcasting:enlightenment Achieve Enlightenment 获得启迪
advancement.hexcasting:enlightenment.desc Go nearly insane from casting a hex using almost all of your health. 因施放咒术至生命将尽而几近疯狂
advancement.hexcasting:wasteful_cast Waste Not... 勤俭节约……
advancement.hexcasting:wasteful_cast.desc Waste a large amount of media when casting a hex. 施放咒术时浪费巨量媒质
advancement.hexcasting:big_cast ... Want Not ……吃穿不缺
advancement.hexcasting:big_cast.desc Cast a single spell requiring a truly huge amount of media. 耗费巨量媒质以施放一个咒术
advancement.hexcasting:y_u_no_cast_angy Blind Diversion 盲目绘制
advancement.hexcasting:y_u_no_cast_angy.desc Try to cast a spell from a scroll, but fail. 尝试根据卷轴施放法术,然后失败
advancement.hexcasting:opened_eyes Opened Eyes 恍然大悟
advancement.hexcasting:opened_eyes.desc Have nature take a piece of your mind in payment for a hex. 用你的一部分意识向自然换取一个咒术
stat.hexcasting.mana_used Media Consumed (in dust) 消耗媒质数量(以紫水晶粉计)
stat.hexcasting.mana_overcasted Media Overcast (in dust) 过度施法消耗媒质数量(以紫水晶粉计)
stat.hexcasting.patterns_drawn Patterns Drawn 绘制图案次数
stat.hexcasting.spells_cast Spells Cast 施放法术次数
death.attack.hexcasting.overcast %s's mind was subsumed into energy %s的意识消散为了能量
command.hexcasting.pats.listing Patterns in this world: 此世界特有的图案:
command.hexcasting.pats.all Gave you all %d scrolls 给予所有%d张卷轴
command.hexcasting.pats.specific.success Gave you %s with id %s 给予ID为%2$s的%1$s
command.hexcasting.recalc Recalculated patterns 已重生成特有图案
command.hexcasting.brainsweep Brainswept %s 已清除%s的意识
command.hexcasting.brainsweep.fail.badtype %s is not a villager %s不是村民
command.hexcasting.brainsweep.fail.already %s is already empty %s早已没有了意识
hexcasting.pattern.unknown Unknown pattern resource location %s 未知图案资源 %s
hexcasting.debug.mana_withdrawn %s - Mana withdrawn: %s %s - 取出的魔力:%s
hexcasting.debug.mana_withdrawn.with_dust %s - Mana withdrawn: %s (%s in dust) %s - 取出的魔力:%s(计%s个紫水晶粉)
hexcasting.debug.all_mana Entire contents 所有魔力
hexcasting.message.cant_overcast That Hex needed more media than I had... I should double-check my math. 这个咒术需求的媒质量比我有的还多……我应该再算几遍。
hexcasting.message.cant_great_spell The spell failed, somehow... am I not skilled enough? 奇怪,法术没起效……也许我还不够熟练?
hexcasting.subtitles.start_pattern Starting pattern 开始绘制
hexcasting.subtitles.add_line Adding line 绘制线段
hexcasting.subtitles.add_pattern Adding pattern 绘制图案
hexcasting.subtitles.fail_pattern Pattern fails 图案:失效
hexcasting.subtitles.ambiance Hex grid hums 咒术网格:嗡鸣
hexcasting.subtitles.cast Hex casts 咒术:施放
hexcasting.subtitles.abacus Abacus clicks 算盘:咔哒
hexcasting.subtitles.abacus.shake Abacus shakes 算盘:摇晃
hexcasting.subtitles.spellcircle.add_pattern Spell circle crackles 法术环:噼啪作响
hexcasting.subtitles.spellcircle.fail Spell circle fizzles out 法术环:失效
hexcasting.subtitles.spellcircle.cast Spell circle casts 法术环:施法
hexcasting.subtitles.scroll.dust Scroll covers with dust 卷轴:被施粉
hexcasting.subtitles.scroll.scribble Scroll is scribbled 卷轴:被涂写
hexcasting.subtitles.impetus.fletcher.tick Fletcher Impetus ticks 制箭师促动石:咔哒
hexcasting.subtitles.impetus.cleric.register Cleric Impetus dings 牧师促动石:叮~
hexcasting.spell.hexcasting:get_caster Mind's Reflection 意识之精思
hexcasting.spell.hexcasting:get_entity_pos Compass' Purification 指南针之纯化
hexcasting.spell.hexcasting:get_entity_look Alidade's Purification 照准仪之纯化
hexcasting.spell.hexcasting:get_entity_height Stadiometer's Prfn. 测高仪之纯化
hexcasting.spell.hexcasting:get_entity_velocity Pace Purification 步伐之纯化
hexcasting.spell.hexcasting:raycast Archer's Distillation 弓箭手之馏化
hexcasting.spell.hexcasting:raycast/axis Architect's Distillation 建筑师之馏化
hexcasting.spell.hexcasting:raycast/entity Scout's Distillation 侦查员之馏化
hexcasting.spell.hexcasting:circle/impetus_pos Waystone Reflection 指路石之精思
hexcasting.spell.hexcasting:circle/impetus_dir Lodestone Reflection 磁石之精思
hexcasting.spell.hexcasting:circle/bounds/min Lesser Fold Reflection 次要折角之精思
hexcasting.spell.hexcasting:circle/bounds/max Greater Fold Reflection 主要折角之精思
hexcasting.spell.hexcasting:append Integration Distillation 整合之馏化
hexcasting.spell.hexcasting:concat Combination Distillation 组合之馏化
hexcasting.spell.hexcasting:index Selection Distillation 选择之馏化
hexcasting.spell.hexcasting:for_each Thoth's Gambit 托特之策略
hexcasting.spell.hexcasting:list_size Abacus Purification 算盘之纯化
hexcasting.spell.hexcasting:singleton Single's Purification 单体之纯化
hexcasting.spell.hexcasting:empty_list Vacant Reflection 空无之精思
hexcasting.spell.hexcasting:reverse_list Retrograde Purification 逆行之纯化
hexcasting.spell.hexcasting:last_n_list Flock's Gambit 群体之策略
hexcasting.spell.hexcasting:splat Flock's Disintegration 群体之拆解
hexcasting.spell.hexcasting:index_of Locator's Distillation 定位器之馏化
hexcasting.spell.hexcasting:list_remove Excisor's Distillation 切除器之馏化
hexcasting.spell.hexcasting:slice Selection Exaltation 选择之提整
hexcasting.spell.hexcasting:modify_in_place Surgeon's Exaltation 外科医师之提整
hexcasting.spell.hexcasting:construct Speaker's Distillation 演讲者之馏化
hexcasting.spell.hexcasting:deconstruct Speaker's Decomposition 演讲者之分解
hexcasting.spell.hexcasting:get_entity Entity Purification 实体之纯化
hexcasting.spell.hexcasting:get_entity/animal Entity Prfn.: Animal 实体之纯化:动物
hexcasting.spell.hexcasting:get_entity/monster Entity Prfn.: Monster 实体之纯化:怪物
hexcasting.spell.hexcasting:get_entity/item Entity Prfn.: Item 实体之纯化:物品
hexcasting.spell.hexcasting:get_entity/player Entity Prfn.: Player 实体之纯化:玩家
hexcasting.spell.hexcasting:get_entity/living Entity Prfn.: Living 实体之纯化:生物
hexcasting.spell.hexcasting:zone_entity Zone Dstl.: Any 区域之馏化:任意
hexcasting.spell.hexcasting:zone_entity/animal Zone Dstl.: Animal 区域之馏化:动物
hexcasting.spell.hexcasting:zone_entity/monster Zone Dstl.: Monster 区域之馏化:怪物
hexcasting.spell.hexcasting:zone_entity/item Zone Dstl.: Item 区域之馏化:物品
hexcasting.spell.hexcasting:zone_entity/player Zone Dstl.: Player 区域之馏化:玩家
hexcasting.spell.hexcasting:zone_entity/living Zone Dstl.: Living 区域之馏化:生物
hexcasting.spell.hexcasting:zone_entity/not_animal Zone Dstl.: Non-Animal 区域之馏化:非动物
hexcasting.spell.hexcasting:zone_entity/not_monster Zone Dstl.: Non-Monster 区域之馏化:非怪物
hexcasting.spell.hexcasting:zone_entity/not_item Zone Dstl.: Non-Item 区域之馏化:非物品
hexcasting.spell.hexcasting:zone_entity/not_player Zone Dstl.: Non-Player 区域之馏化:非玩家
hexcasting.spell.hexcasting:zone_entity/not_living Zone Dstl.: Non-Living 区域之馏化:非生物
hexcasting.spell.hexcasting:const/null Nullary Reflection 空元之精思
hexcasting.spell.hexcasting:duplicate Gemini Decomposition 双子之分解
hexcasting.spell.hexcasting:duplicate_n Gemini's Gambit 双子之策略
hexcasting.spell.hexcasting:stack_len Flock's Reflection 群体之精思
hexcasting.spell.hexcasting:swap Jester's Gambit 弄臣之策略
hexcasting.spell.hexcasting:fisherman Fisherman's Gambit 渔夫之策略
hexcasting.spell.hexcasting:swizzle Swindler's Gambit 骗徒之策略
hexcasting.spell.hexcasting:add Additive Distillation 加法之馏化
hexcasting.spell.hexcasting:sub Subtractive Distillation 减法之馏化
hexcasting.spell.hexcasting:mul_dot Multiplicative Dstl. 乘法之馏化
hexcasting.spell.hexcasting:div_cross Division Dstl. 除法之馏化
hexcasting.spell.hexcasting:abs_len Length Purification 长度之纯化
hexcasting.spell.hexcasting:pow_proj Power Distillation 乘方之馏化
hexcasting.spell.hexcasting:construct_vec Vector Exaltation 向量之提整
hexcasting.spell.hexcasting:deconstruct_vec Vector Disintegration 向量之拆解
hexcasting.spell.hexcasting:and_bit Intersection Distillation 交叉之馏化
hexcasting.spell.hexcasting:or_bit Unifying Distillation 统一之馏化
hexcasting.spell.hexcasting:xor_bit Exclusionary Distillation 排斥之馏化
hexcasting.spell.hexcasting:not_bit Inversion Purification 反相之纯化
hexcasting.spell.hexcasting:to_set Uniqueness Purification 唯一之纯化
hexcasting.spell.hexcasting:and Conjunction Distillation 合取之馏化
hexcasting.spell.hexcasting:or Disjunction Distillation 析取之馏化
hexcasting.spell.hexcasting:xor Exclusion Distillation 互斥之馏化
hexcasting.spell.hexcasting:floor Floor Purification 取底之纯化
hexcasting.spell.hexcasting:ceil Ceiling Purification 取顶之纯化
hexcasting.spell.hexcasting:modulo Modulus Distillation 余数之馏化
hexcasting.spell.hexcasting:greater Maximus Distillation 至大之馏化
hexcasting.spell.hexcasting:less Minimus Distillation 至小之馏化
hexcasting.spell.hexcasting:greater_eq Maximus Distillation II 至大之馏化,第二型
hexcasting.spell.hexcasting:less_eq Minimus Distillation II 至小之馏化,第二型
hexcasting.spell.hexcasting:equals Equality Distillation 相等之馏化
hexcasting.spell.hexcasting:not_equals Inequality Distillation 不等之馏化
hexcasting.spell.hexcasting:not Negation Purification 取非之纯化
hexcasting.spell.hexcasting:identity Identity Purification 本征之纯化
hexcasting.spell.hexcasting:sin Sine Purification 正弦之纯化
hexcasting.spell.hexcasting:cos Cosine Purification 余弦之纯化
hexcasting.spell.hexcasting:tan Tangent Purification 正切之纯化
hexcasting.spell.hexcasting:arcsin Inverse Sine Prfn. 反正弦之纯化
hexcasting.spell.hexcasting:arccos Inverse Cosine Prfn. 反余弦之纯化
hexcasting.spell.hexcasting:arctan Inverse Tangent Prfn. 反正切之纯化
hexcasting.spell.hexcasting:random Entropy Reflection 熵之精思
hexcasting.spell.hexcasting:logarithm Logarithmic Distillation 对数之馏化
hexcasting.spell.hexcasting:coerce_axial Axial Purification 轴向之纯化
hexcasting.spell.hexcasting:print Reveal 揭示
hexcasting.spell.hexcasting:beep Make Note 弹奏音符
hexcasting.spell.hexcasting:explode Explosion 爆炸
hexcasting.spell.hexcasting:explode/fire Fireball 火球
hexcasting.spell.hexcasting:add_motion Impulse 驱动
hexcasting.spell.hexcasting:blink Blink 闪现
hexcasting.spell.hexcasting:break_block Break Block 破坏方块
hexcasting.spell.hexcasting:place_block Place Block 放置方块
hexcasting.spell.hexcasting:craft/cypher Craft Cypher 制作杂件
hexcasting.spell.hexcasting:craft/trinket Craft Trinket 制作缀品
hexcasting.spell.hexcasting:craft/artifact Craft Artifact 制作造物
hexcasting.spell.hexcasting:craft/battery Craft Phial 制作试剂瓶
hexcasting.spell.hexcasting:recharge Recharge Item 重新充能
hexcasting.spell.hexcasting:erase Erase Item 清除物品
hexcasting.spell.hexcasting:create_water Create Water 制造水源
hexcasting.spell.hexcasting:destroy_water Destroy Water 清除水源
hexcasting.spell.hexcasting:ignite Ignite Block 点燃方块
hexcasting.spell.hexcasting:extinguish Extinguish Area 广域熄灭
hexcasting.spell.hexcasting:conjure_block Conjure Block 构筑方块
hexcasting.spell.hexcasting:conjure_light Conjure Light 构筑光源
hexcasting.spell.hexcasting:bonemeal Overgrow 催生
hexcasting.spell.hexcasting:edify Edify Sapling 启迪树苗
hexcasting.spell.hexcasting:colorize Internalize Pigment 内化染色剂
hexcasting.spell.hexcasting:sentinel/create Summon Sentinel 召唤哨卫
hexcasting.spell.hexcasting:sentinel/destroy Banish Sentinel 驱除哨卫
hexcasting.spell.hexcasting:sentinel/get_pos Locate Sentinel 定位哨卫
hexcasting.spell.hexcasting:sentinel/wayfind Wayfind Sentinel 寻路至哨卫
hexcasting.spell.hexcasting:potion/weakness White Sun's Nadir 白阳西沉
hexcasting.spell.hexcasting:potion/levitation Blue Sun's Nadir 蓝阳西沉
hexcasting.spell.hexcasting:potion/wither Black Sun's Nadir 黑阳西沉
hexcasting.spell.hexcasting:potion/poison Red Sun's Nadir 红阳西沉
hexcasting.spell.hexcasting:potion/slowness Green Sun's Nadir 绿阳西沉
hexcasting.spell.hexcasting:potion/regeneration White Sun's Zenith 白阳当空
hexcasting.spell.hexcasting:potion/night_vision Blue Sun's Zenith 蓝阳当空
hexcasting.spell.hexcasting:potion/absorption Black Sun's Zenith 黑阳当空
hexcasting.spell.hexcasting:potion/haste Red Sun's Zenith 红阳当空
hexcasting.spell.hexcasting:potion/strength Green Sun's Zenith 绿阳当空
hexcasting.spell.hexcasting:flight Flight 飞行
hexcasting.spell.hexcasting:lightning Summon Lightning 召雷
hexcasting.spell.hexcasting:summon_rain Summon Rain 召雨
hexcasting.spell.hexcasting:dispel_rain Dispel Rain 驱雨
hexcasting.spell.hexcasting:create_lava Create Lava 制造熔岩
hexcasting.spell.hexcasting:teleport Greater Teleport 卓越传送
hexcasting.spell.hexcasting:brainsweep Flay Mind 剥离意识
hexcasting.spell.hexcasting:sentinel/create/great Summon Greater Sentinel 召唤卓越哨卫
hexcasting.spell.hexcasting:open_paren Introspection 内省
hexcasting.spell.hexcasting:close_paren Retrospection 反思
hexcasting.spell.hexcasting:escape Consideration 考察
hexcasting.spell.hexcasting:eval Hermes' Gambit 赫尔墨斯之策略
hexcasting.spell.hexcasting:halt Charon's Gambit 卡戎之策略
hexcasting.spell.hexcasting:read/local Muninn's Reflection 雾尼之精思
hexcasting.spell.hexcasting:write/local Huginn's Gambit 福金之策略
hexcasting.spell.hexcasting:read Scribe's Reflection 书吏之精思
hexcasting.spell.hexcasting:write Scribe's Gambit 书吏之策略
hexcasting.spell.hexcasting:readable Auditor's Reflection 审计员之精思
hexcasting.spell.hexcasting:readable/entity Auditor's Purification 审计员之纯化
hexcasting.spell.hexcasting:writable Auditor's Purification II 审计员之纯化,第二型
hexcasting.spell.hexcasting:akashic/read Akasha's Distillation 阿卡夏之馏化
hexcasting.spell.hexcasting:akashic/write Akasha's Gambit 阿卡夏之策略
hexcasting.spell.hexcasting:read/entity Scribe's Purification 书吏之纯化
hexcasting.spell.hexcasting:const/vec/px Vector Reflection +X 向量之精思,+X型
hexcasting.spell.hexcasting:const/vec/py Vector Reflection +Y 向量之精思,+Y型
hexcasting.spell.hexcasting:const/vec/pz Vector Reflection +Z 向量之精思,+Z型
hexcasting.spell.hexcasting:const/vec/nx Vector Reflection -X 向量之精思,-X型
hexcasting.spell.hexcasting:const/vec/ny Vector Reflection -Y 向量之精思,-Y型
hexcasting.spell.hexcasting:const/vec/nz Vector Reflection -Z 向量之精思,-Z型
hexcasting.spell.hexcasting:const/vec/x Vector Rfln. +X/-X 向量之精思,+X/-X型
hexcasting.spell.hexcasting:const/vec/y Vector Rfln. +Y/-Y 向量之精思,+Y/-Y型
hexcasting.spell.hexcasting:const/vec/z Vector Rfln. +Z/-Z 向量之精思,+Z/-Z型
hexcasting.spell.hexcasting:const/vec/0 Vector Reflection Zero 向量之精思,零型
hexcasting.spell.hexcasting:const/double/pi Arc's Reflection 弧之精思
hexcasting.spell.hexcasting:const/double/tau Circle's Reflection 圆之精思
hexcasting.spell.hexcasting:const/double/e Euler's Reflection 欧拉之精思
hexcasting.spell.hexcasting:number Numerical Reflection 数字之精思
hexcasting.spell.hexcasting:mask Bookkeeper's Gambit 簿记员之策略
hexcasting.spell.unknown Special Handler 特殊操作
hexcasting.spell.hexcasting:interop/gravity/get Gravitational Purification 引力之纯化
hexcasting.spell.hexcasting:interop/gravity/set Alter Gravity 改变引力
hexcasting.spell.hexcasting:interop/pehkui/get Gulliver's Purification 格列佛之纯化
hexcasting.spell.hexcasting:interop/pehkui/set Alter Scale 改变缩放
hexcasting.mishap.invalid_pattern That pattern isn't associated with any action 该图案不对应任何操作
hexcasting.mishap.unescaped Expected to evaluate a pattern, but evaluated %s instead 本应运行一个图案,而实际运行了%s
hexcasting.mishap.invalid_value %s expected %s at index %s of the stack, but got %s %1$s本应在栈下标为%3$s处接受%2$s,而实际接受了%4$s
hexcasting.mishap.invalid_value.class.double a number 一个数
hexcasting.mishap.invalid_value.class.vector a vector 一个向量
hexcasting.mishap.invalid_value.class.list a list 一个列表
hexcasting.mishap.invalid_value.class.widget an influence 一个虚指
hexcasting.mishap.invalid_value.class.pattern a pattern 一个图案
hexcasting.mishap.invalid_value.class.entity.item an item entity 一个物品实体
hexcasting.mishap.invalid_value.class.entity.player a player 一个玩家
hexcasting.mishap.invalid_value.class.entity.villager a villager 一个村民
hexcasting.mishap.invalid_value.class.entity.living a living entity 一个生物
hexcasting.mishap.invalid_value.class.entity an entity 一个实体
hexcasting.mishap.invalid_value.class.unknown (unknown, uh-oh, this is a bug) (未知,这是个bug)
hexcasting.mishap.invalid_value.numvec a number or vector 一个数或向量
hexcasting.mishap.invalid_value.numlist a number or list 一个数或列表
hexcasting.mishap.invalid_value.list.pattern a list of patterns 一个由图案组成的列表
hexcasting.mishap.invalid_value.int an integer 一个整数
hexcasting.mishap.invalid_value.double.between a number between %d and %d 一个介于%d和%d之间的数
hexcasting.mishap.invalid_value.int.between an integer between %d and %d 一个介于%d和%d之间的整数
hexcasting.mishap.invalid_value.evaluatable something evaluatable 可运行的事物
hexcasting.mishap.not_enough_args %s expected %s or more arguments but the stack was only %s tall %s本应接受%s个或以上参数,而实际栈中元素数为%s
hexcasting.mishap.too_many_close_parens Used Retrospection without first using Introspection 在绘制反思前未先绘制内省
hexcasting.mishap.location_too_far %s is out of range for %s %s超出了%s的影响范围
hexcasting.mishap.location_out_of_world %s is not within the world %s不在此世界内
hexcasting.mishap.location_too_close_to_out %s is too close to the boundary of the world %s离世界边界太近了
hexcasting.mishap.wrong_dimension %s cannot see %s from %s %1$s无法在%3$s中影响到%2$s
hexcasting.mishap.entity_too_far %s is out of range for %s %s超出了%s的影响范围
hexcasting.mishap.immune_entity %s cannot alter %s %s无法影响到%s
hexcasting.mishap.eval_too_deep Recursively evaluated too deep 递归深度过大
hexcasting.mishap.no_item %s needs %s but got nothing %s需要%s,而实际无对应物品
hexcasting.mishap.no_item.offhand %s needs %s in the other hand but got nothing %s需要在另一只手里持有%s,而实际无对应物品
hexcasting.mishap.bad_item %s needs %s but got %dx %s %s需要%s,而实际持有%dx%s
hexcasting.mishap.bad_item.offhand %s needs %s in the other hand but got %dx %s %s需要在另一只手里持有%s,而实际持有%dx%s
hexcasting.mishap.bad_item.iota a place to store iotas 一个可以存储iota的地方
hexcasting.mishap.bad_item.iota.read a place to read iotas from 一个可以读出iota的地方
hexcasting.mishap.bad_item.iota.write a place to write iotas to 一个可以写入iota的地方
hexcasting.mishap.bad_item.iota.readonly a place that will accept %s 一个能够接受%s的地方
hexcasting.mishap.bad_item.mana a media-containing item 含有媒质的物品
hexcasting.mishap.bad_item.mana_for_battery a raw media item 天然含有媒质的物品
hexcasting.mishap.bad_item.only_one exactly one item 仅一个物品
hexcasting.mishap.bad_item.eraseable an eraseable item 一个可清除的物品
hexcasting.mishap.bad_item.bottle a glass bottle 一个玻璃瓶
hexcasting.mishap.bad_item.rechargable a rechargable item 一个可重新充能的物品
hexcasting.mishap.bad_item.colorizer a pigment 一个染色剂
hexcasting.mishap.bad_block Expected %s at %s, but got %s 本应在%2$s处接受%1$s,而实际接受了%3$s
hexcasting.mishap.bad_block.sapling a sapling 一个树苗
hexcasting.mishap.bad_block.replaceable somewhere to place a block 放置方块的地方
hexcasting.mishap.bad_brainsweep The %s rejected the villager's mind %s排斥此村民的意识
hexcasting.mishap.already_brainswept The villager has already been used 此村民已被使用
hexcasting.mishap.no_spell_circle %s requires a spell circle %s需在法术环上执行
hexcasting.mishap.others_name Tried to invade the privacy of %s's soul 试图侵犯%s的灵魂的隐私
hexcasting.mishap.divide_by_zero.divide Attempted to divide %s by %s 试图用%2$s除%1$s
hexcasting.mishap.divide_by_zero.project Attempted to project %s onto %s 试图将%s投影至%s
hexcasting.mishap.divide_by_zero.exponent Attempted to raise %s to the %s 试图计算%s的%s
hexcasting.mishap.divide_by_zero.logarithm Attempted to get the logarithm of %s in base %s 试图计算%s以%s为底的对数
hexcasting.mishap.divide_by_zero.zero zero
hexcasting.mishap.divide_by_zero.zero.power zeroth power 零次幂
hexcasting.mishap.divide_by_zero.zero.vec the zero vector 零向量
hexcasting.mishap.divide_by_zero.power power of %s %s次幂
hexcasting.mishap.divide_by_zero.sin the sine of %s %s的正弦
hexcasting.mishap.divide_by_zero.cos the cosine of %s %s的余弦
hexcasting.mishap.no_akashic_record No Akashic Record at %s %s处无阿卡夏记录
hexcasting.mishap.disallowed %s has been disallowed by the server admins %s已被服务器管理员禁止施法
hexcasting.mishap.disallowed_circle %s has been disallowed in spell circles by the server admins %s已被服务器管理员禁止使用法术环
hexcasting.mishap.invalid_spell_datum_type Tried to use a value of invalid type as a SpellDatum: %s (class %s). This is a bug in the mod. 尝试将某无效类型的值用作SpellDatum:%s(class %s)。这是模组中的bug。
hexcasting.mishap.unknown %s threw an exception (%s). This is a bug in the mod. %s抛出异常(%s)。这是模组中的bug。
hexcasting.landing I seem to have discovered a new method of magical arts, in which one draws patterns strange and wild onto a hexagonal grid. It fascinates me. I've decided to start a journal of my thoughts and findings.$(br2)$(l:https://discord.gg/4xxHGYteWk)Discord Server Link/$ 我似乎发现了一种全新的魔法,一种在六边形网格上画各式奇诡图案的魔法。它深深地迷住了我。我决定着手撰写一本记述我对此的想法和研究的笔记。$(br2)$(l:https://discord.gg/4xxHGYteWk)Discord链接/$
hexcasting.entry.basics Getting Started 初入咒法
hexcasting.entry.basics.desc The practitioners of this art would cast their so-called _Hexes by drawing strange patterns in the air with a $(l:items/staff)$(item)staff/$-- or craft $(l:items/hexcasting)$(item)powerful magical items/$ to do the casting for them. How might I do the same? 研究这种魔法的人士会用$(l:items/staff)$(item)法杖/$在空中绘制奇异的图案来施放他们口中的“$(hex)咒术/$”,他们也会让$(l:items/hexcasting)$(item)强大的魔法物品/$替他们施法。我应该也可以这样做?
hexcasting.entry.casting Hex Casting 咒法学
hexcasting.entry.casting.desc I've started to understand how the old masters cast their _Hexes! It's a bit complicated, but I'm sure I can figure it out. Let's see... 我好像已经开始理解以前的咒法师们是如何施放$(hex)咒术/$的了!虽然有些复杂,但我坚信我能理清其中脉络。继续研究吧……
hexcasting.entry.items Items 物品
hexcasting.entry.items.desc I devote this section to the magical and mysterious items I might encounter in my studies.$(br2)It seems like many of these items have uses when held alongside my $(l:items/staff)$(item)staff/$. I suppose I will have to choose what goes in my other hand carefully. 这部分主要介绍我在研究过程中可能要用到的魔法物品和各类神秘物品。$(br2)似乎这里面的许多物品在和$(l:items/staff)$(item)法杖/$一起持有的时候就会起效。我想我应该谨慎考虑另一只手里要拿什么物品。
hexcasting.entry.greatwork The Great Work 卓伟之作
hexcasting.entry.greatwork.desc I have seen... so much. I have... experienced... annihilation and deconstruction and reconstruction. I have seen the atoms of the world screaming as they were inverted and subverted and demoted to energy. I have seen I have seen I have s$(k)get stick bugged lmao/$ 我所见……甚多。我已……经历……湮灭与解构与重构。我已听闻世上的原子在被翻转而后被搅乱而后消散为能量时的尖啸。我已见我已见我已冂$(k)get stick bugged lmao/$
hexcasting.entry.patterns Patterns 图案
hexcasting.entry.patterns.desc A list of all the patterns I've discovered, as well as what they do. 我所发现的各式图案,和它们的功用。
hexcasting.entry.spells Spells 法术
hexcasting.entry.spells.desc Patterns and actions that perform a magical effect on the world. 能以魔法影响到世界的图案和操作。
hexcasting.entry.great_spells Great Spells 卓越法术
hexcasting.entry.great_spells.desc The spells catalogued here are purported to be of legendary difficulty and power. They seem to have been recorded only sparsely (for good reason, the texts claim). It's probably just the hogwash of extinct traditionalists, though-- a pattern's a pattern. What could possibly go wrong? 这类法术据信极难施放,但也极为强力。记载它们的文献极为少见(据称理由充分)。这些也许只是某些消亡的传统主义者口中的胡言乱语,不过——它们只是简单的图案罢了,试试看又能出什么错呢?
hexcasting.entry.media Media 媒质
hexcasting.page.media.1 _Media is a form of mental energy external to a mind. All living creatures generate trace amounts of _media when thinking about anything; after the thought is finished, the media is released into the environment.$(br2)The art of casting _Hexes is all about manipulating _media to do your bidding. $(media)媒质/$是一种独立于意识的思维能量。所有生物都会在思考时产生痕量的$(media)媒质/$,而在这一思考过程结束后,产生的媒质就会释放至环境中。$(br2)所谓施放$(hex)咒术/$,就是操纵$(media)媒质/$以达成你的目的的过程。
hexcasting.page.media.2 _Media can exert influences on other media-- the strength and type of influence can be manipulated by drawing _media out into patterns.$(p)Scholars of the art used a concentrated blob of _media on the end of a stick: by waving it in the air in precise configurations, they were able to manipulate enough _media with enough precision to influence the world itself, in the form of a _Hex. $(media)媒质/$可以影响其他媒质,而这种影响的强度和种类都可通过将$(media)媒质/$绘制为各式图案来进行控制。$(p)研究这种魔法的学者则会使用接在木棍一端的浓缩的$(media)媒质/$。只要在空中按特定模式挥舞,学者们就能以足够的精度操控足量的$(media)媒质/$来影响世界,也即“$(hex)咒术/$”。
hexcasting.page.media.3 Sadly, even a fully sentient being (like myself, presumably) can only generate miniscule amounts of _media. It would be quite impractical to try and use my own brainpower to cast Hexes.$(br2)But legend has it that there are underground deposits where _media slowly accumulates, growing into crystalline forms.$(p)If I could just find one of those... 遗憾的是,就算感知能力较强的生物(也许我自己也算)也只能产生微量的$(media)媒质/$。只凭自己的大脑来施放咒术不太实际。$(br2)但传说地下存在着特殊的矿床,$(media)媒质/$会在其中缓慢累积,并生长为晶体。$(p)真希望我能找到一处……
hexcasting.entry.geodes Geodes 晶洞
hexcasting.page.geodes.1 Aha! While mining deep underground, I found an enormous geode resonating with energy-- energy which pressed against my skull and my thoughts. And now, I hold that pressure in my hand, in solid form. That proves it. This $(italic)must/$ be the place spoken about in legends where _media accumulates.$(br2)These $(l:items/amethyst)$(item)amethyst crystals/$ must be a $(l:items/amethyst)$(thing)convenient, solidified form of _Media/$. 啊哈!在地下挖矿时,我找到了一个巨大的、满溢着能量的晶洞。其中的能量压迫着我的颅骨和思维。而现在,我手里就有一块那种压迫的来源,一块固体。传说是真的。这块固体$(italic)一定/$就是传说中$(media)媒质/$累积的产物。$(br2)这些$(l:items/amethyst)$(item)紫水晶/$肯定就是$(l:items/amethyst)$(thing)一种便于使用的,固态的$(media)媒质/$。
hexcasting.page.geodes.2 It appears that, in addition to the $(l:items/amethyst)$(item)Amethyst Shards/$ I have seen in the past, these crystals can also drop bits of powdered $(l:items/amethyst)$(item)Amethyst Dust/$, as well as these $(l:items/amethyst)$(item)Charged Amethyst Crystals/$. It looks like I'll have a better chance of finding the $(l:items/amethyst)$(item)Charged Amethyst Crystals/$ by using a Fortune pickaxe. 似乎除了我往常碰到的$(l:items/amethyst)$(item)紫水晶碎片/$,这些水晶还会掉落些许粉末状的$(l:items/amethyst)$(item)紫水晶粉/$,也有可能掉落$(l:items/amethyst)$(item)充能紫水晶/$。而且好像附有时运的镐子挖出$(l:items/amethyst)$(item)充能紫水晶/$的概率更大。
hexcasting.page.geodes.3 As I take the beauty of the crystal in, I can feel connections flashing wildly in my mind. It's like the _media in the air is entering me, empowering me, elucidating me... It feels wonderful.$(br2)Finally, my study into the arcane is starting to make some sense!$(p)Let me reread those old legends again, now that I know what I'm looking at. 而在欣赏这些水晶的美的时候,我能感受到某种连接迅速闪过我的意识。就好像空气中的$(media)媒质/$正在流入我的脑海,正给予我更强的力量,正为我启迪全新知识……这种感觉真不错。$(br2)我总算是入门了!$(p)我要再读几遍那些古老的传说,我总算能理解我在读什么了。
hexcasting.entry.couldnt_cast A Frustration 挫折
hexcasting.page.couldnt_cast.1 Argh! Why won't it let me cast the spell?!$(br2)The scroll I found rings with authenticity. I can $(italic)feel/$ it humming in the scroll-- the pattern is true, or as true as it can be. The spell is $(italic)right there/$.$(p)But it feels as if it's on the other side of some thin membrane. I called it-- it tried to manifest-- yet it $(italic)COULD NOT/$. 为什么我就是施不了这个法术?!$(br2)我找到的卷轴货真价实。我能$(italic)感受/$到卷轴的嗡鸣——图案是真的,真的不能再真了。法术$(italic)就在里面/$。$(p)但感觉起来它好像处在某种薄膜的另一侧。我试过召唤它——它也想要起效——但它$(italic)做不到/$。
hexcasting.page.couldnt_cast.2 It felt like the barrier may have weakened ever so slightly from the force that I exerted on the spell; yet despite my greatest efforts-- my deepest focus, my finest amethyst, my precisest drawings-- it $(italic)refuses/$ to cross the barrier. It's maddening.$(p)$(italic)This/$ is where my arcane studies end? Cursed by impotence, cursed to lose my rightful powers?$(br2)I should take a deep breath. I should meditate on what I have learned, even if it wasn't very much... 好像那层屏障会因我施法时用的魔力而被缓慢地削弱。但就算我用尽全力——最大程度地专注,最精致的紫水晶,最精确的图案——它$(italic)就是不肯/$跨过那个屏障。真是惹人上火。难道我对魔法的研究就$(p)$(italic)止步于此/$了吗?就因为我无力施法,我就要放弃那些力量了吗?$(br2)深呼吸。我应该仔细回顾我曾学到的知识,就算可能加起来也没多少……
hexcasting.page.couldnt_cast.3 ...After careful reflection... I have discovered a change in myself.$(p)It seems... in lieu of $(l:items/amethyst)$(item)amethyst/$, I've unlocked the ability to cast spells using my own mind and life energy-- just as I read of in the legends of old.$(p)I'm not sure why I can now. It's just... the truth-knowledge-burden was always there, and I see it now. I know it. I bear it.$(br2)Fortunately, I feel my limits as well-- I would get approximately two $(l:items/amethyst)$(item)Charged Amethyst/$'s worth of _media out of my health at its prime. ……经过仔细回顾……我发现我自己发生了改变。$(p)似乎……拜$(l:items/amethyst)$(item)紫水晶/$所赐,我能仅凭我自身的意识和生命能量来施放法术,就和传说中说的一样。$(p)我不清楚我为什么做得到。只是……获得真知的代价就在那里,而我现在知道了那个代价是什么。我要去承受它。$(br2)幸运的是,我也清楚我的极限在哪里——我的生命力最旺盛时大概就相当于两个$(l:items/amethyst)$(item)充能紫水晶/$中的$(media)媒质/$。
hexcasting.page.couldnt_cast.4 I shudder to even consider it-- I've kept my mind mostly intact so far, in my studies. But the fact is-- I form one side of a tenuous link.$(p)I'm connected to some other side-- a side whose boundary has thinned from that trauma. A place where simple actions spell out eternal glory.$(p)Is it so wrong, to want it for myself? 只是想想都让我打颤——直到现在,我都在研究中保持了自身意识的大体完整。但这样做的结果就是,我只建立了单向而脆弱的连接。$(p)我与屏障的另一侧是相连的,其间的屏障已因我的挫折而受了削弱。而在屏障的另一侧,仅是简单的操作,就能带来永恒的荣耀。$(p)我想要拥有那份力量,是否就大错特错?
hexcasting.entry.start_to_see WHAT DID I SEE 我看到了什么?
hexcasting.page.start_to_see.1 The texts weren't lying. Nature took its due. 文献没有说错。自然出手了。
hexcasting.page.start_to_see.2 That... that was...$(p)...that was one of the $(italic)worst/$ things I've $(italic)ever/$ experienced. I offered my plan to Nature, and got a firm smile and a tearing sensation in return-- a piece of myself breaking away, like amethyst dust in the rain.$(p)I feel lucky to have $(italic)survived/$, much less have the sagacity to write this-- I should declare the matter closed, double-check my math before I cast any more _Hexes, and never make such a mistake again. 那……那是……$(p)……那是我所经历过的$(italic)最糟糕/$的事了。我向自然呈现了我的规划,得来的是一个坚定的笑容和一种被撕裂的感受——我的一部分破碎了,就好像雨中四散的紫水晶粉。$(p)只是$(italic)存活/$下来都是极大的幸事,更不用说有精力写下这些了。这件事该到此为止,我应该在施放$(hex)咒术/$时多算几遍,绝不能再犯这样的错误。
hexcasting.page.start_to_see.3 ...But.$(br2)But for the scarcest instant, that part of myself... it $(italic)saw/$... $(l:greatwork/the_work)$(thing)something/$. A place-- a design, perhaps? (Such distinctions didn't seem to matter in the face of... that.)$(p)And a... a membrane-barrier-skin-border, separating myself from a realm of raw thought-flow-light-energy. I remember-- I saw-thought-recalled-felt-- the barrier fuzzing at its edges, just so slightly.$(p)I wanted $(italic)through./$ ……但是。$(br2)但是在那最为神圣的一刻,我破碎的那一部分……它$(italic)看见了/$……$(l:greatwork/the_work)$(thing)一些东西/$。一个地方——也许是一件作品?(这种定义对……那种事物来说不值一提)$(p)和一张……一个薄膜-屏障-薄层-界限,将我和单纯的思维-能流-光-能量的领域隔绝开来。我记得——我看见-想到-回忆起-感受到——那个屏障的边缘变得模糊了,稍稍地模糊了。$(p)我想要$(italic)穿过它/$。
hexcasting.page.start_to_see.4 I shouldn't. I $(italic)know/$ I shouldn't. It's dangerous. It's too dangerous. The force required... I'd have to bring myself within a hair's breadth of Death itself with a $(italic)single stroke/$.$(br2)But I'm. So. $(italic)Close/$.$(p)$(italic)This/$ is the culmination of my art. This is the $(#54398a)Enlightenment/$ I've been seeking. $(br2)I want more. I need to see it again. I $(italic)will/$ see it.$(p)What is my mortal mind against immortal glory? 但我不应该。我也$(italic)清楚/$我不应该。那很危险。非常非常危险。跨越需要的力量……我必须仅凭$(italic)一次施法/$就让我自己濒临死亡。$(br2)但我,就是,$(italic)不甘心/$。$(p)$(italic)这/$就是我魔法的集大成之作。这就是我所追求的$(#54398a)启迪/$。$(br2)我还想知道更多。我要再看到那场景。我$(italic)必将/$再见。$(p)我脆弱的意识和永恒的荣耀相比,又算得上什么呢?
hexcasting.entry.101 Hexing 101 咒术101
hexcasting.page.101.1 Casting a _Hex is quite difficult-- no wonder this art was lost to time! I'll have to re-read my notes carefully.$(br2)I can start a _Hex by pressing $(k:use) with a $(l:items/staff)$(item)Staff/$ in my hand-- this will cause a hexagonal grid of dots to appear in front of me. Then I can click and drag from dot to dot to draw patterns in the _media of the grid; finishing a pattern will run its corresponding action (more on that later). 施放$(hex)咒术/$难度颇高,也难怪这门学问早已遗落!我必须要仔细回看我的笔记。$(br2)我可以手持$(l:items/staff)$(item)法杖/$按下$(k:use)来施放$(hex)咒术/$,而后就会浮现一个按六边形网格排列的点阵。然后便可在点阵上单击并拖动以在网格的$(media)媒质/$中绘制图案。绘制完一个图案就会立刻执行其对应的操作(详情见后)。
hexcasting.page.101.2 Once I've drawn enough patterns to cast a spell, the grid will disappear as the _media I've stored up is released. Holding $(k:sneak) while using my $(l:items/staff)$(item)staff/$ will also clear the grid, if I don't mind the chance of mishap. (It seems that the more _media I've built up, the more likely I'll meet misfortune.)$(br2)So how do patterns work? In short:$(li)$(italic)Patterns/$ will execute...$(li)$(italic)Actions/$, which manipulate...$(li)$(l:casting/stack)$(italic)The Stack/$, which is a list of...$(li)$(italic)Iotas/$, which are simply units of information. 当我绘制的图案足以施法时,网格就会消失,而我累积起来的$(media)媒质/$也会被释放。按住$(k:sneak)时使用$(l:items/staff)$(item)法杖/$也能清空网格,如果完全不在乎会不会出现事故的话。(似乎我累积的$(media)媒质/$越多,就越有可能导致事故)$(br2)所以图案是如何起效的呢?简而言之:$(li)$(italic)图案/$会执行……$(li)$(italic)操作/$,其会操控……$(li)$(l:casting/stack)$(italic)栈/$,也即一列表的……$(li)$(italic)Iota/$,就是以单位计的信息。
hexcasting.page.101.3 First, $(thing)patterns/$. These are essential-- they're what I use to manipulate the _media around me. Certain patterns, when drawn, will cause $(thing)actions/$ to happen. Actions are what actually $(italic)do/$ the magic; all patterns influence _media in particular ways, and when those influences end up doing something useful, we call it an action.$(br2)_Media can be fickle: if I draw an invalid pattern, I'll get some $(l:casting/influences)$(action)garbage/$ result somewhere on my stack (read on...) 首先,$(thing)图案/$。它们是咒术的必需物,可用它们来操控周围的$(media)媒质/$。部分图案在被绘制时,会执行$(thing)操作/$。操作是$(italic)实际产生/$魔法效果的事物。所有图案都会以某种方式影响$(media)媒质/$,而当这些影响实际有用时,我们就称其为操作。$(br2)$(media)媒质/$是易变的,如果我绘制了无效的图案,栈上某处就会出现$(l:casting/influences)$(action)垃圾/$(详情见后)。
hexcasting.page.101.4.header An Example 示例
hexcasting.page.101.4 It's interesting to note that the $(italic)rotation/$ of a pattern doesn't seem to matter at all. These two patterns both perform an action called $(l:patterns/basics#hexcasting:get_caster)$(action)Mind's Reflection/$, for example. 有意思的是,图案整体的$(italic)方向/$完全不影响图案的功用。例如,上图中的两个图案都会执行名为$(l:patterns/basics#hexcasting:get_caster)$(action)意识之精思/$的操作。
hexcasting.page.101.5 A _Hex is cast by drawing (valid) actions in sequence. Each action might do one of a few things:$(li)Gather some information about the environment, leaving it on the top of the stack;$(li)manipulate the info gathered (e.g. adding two numbers); or$(li)perform some magical effect, like summoning lightning or an explosion. (These actions are called "spells.")$(p)When I start casting a _Hex, it creates an empty stack. Actions manipulate the top of that stack. $(hex)咒术/$是通过按顺序绘制(有效的)图案施放的。每个操作都能完成如下几件事中的一件:$(li)获取有关环境的信息,然后将其置于栈顶。$(li)操控获取到的信息(例如加和两个数)。或者$(li)产生魔法效果,例如召唤闪电或产生爆炸。(这些操作被称为“法术”。)$(p)在开始施放$(hex)咒术/$时会自动创建一个空栈。操作会影响栈顶的若干元素。
hexcasting.page.101.6 For example, $(l:patterns/basics#hexcasting:get_caster)$(action)Mind's Reflection/$ will create an iota representing $(italic)me/$, the caster, and add it to the top of the stack. $(l:patterns/basics#hexcasting:get_entity_pos)$(action)Compass Purification/$ will take the iota at the top the stack, if it represents an entity, and transform it into an iota representing that entity's location.$(br2)So, drawing those patterns in that order would result in an iota on the stack representing my position. 例如,$(l:patterns/basics#hexcasting:get_caster)$(action)意识之精思/$会创建一个代表$(italic)我/$,即施法者的 iota,并将其置于栈顶。$(l:patterns/basics#hexcasting:get_entity_pos)$(action)指南针之纯化/$会接受栈顶的 iota(前提是该 iota 代表一个实体),并将其转换为代表该实体位置的 iota。$(br2)所以,依序绘制上述图案就会在栈顶创建一个代表我的位置的 iota。
hexcasting.page.101.7 $(thing)Iotas/$ can represent things like myself or my position, but there are several other types I can manipulate with $(thing)Actions$(0). Here's a comprehensive list:$(li)Numbers (which some legends called "doubles");$(li)Vectors, a collection of three numbers representing a position, movement, or direction in the world; $(thing)Iota/$ 可以代表诸如我、我的位置等具体事物,也可以代表其他几种能用$(thing)操作/$进行操控的事物。如下是一份全面介绍:$(li)数(某些文献称之为“双精度数”)。$(li)向量,一种可代表世界中位置、运动或方向的,由三个数组成的集合。
hexcasting.page.101.8 $(li)Entities, like myself, chickens, and minecarts;$(li)Influences, peculiar types of iota that seem to represent abstract ideas;$(li)Patterns themselves, used for crafting magic items and truly mind-boggling feats like $(italic)spells that cast other spells/$; and$(li)A list of several of the above, gathered into a single iota. $(li)实体,如我自己、鸡、矿车等。$(li)虚指,一种代表抽象概念的奇怪的 iota。$(li)图案,用于制作魔法物品,也用在某些烧脑的咒术中,如$(italic)能施放其他法术的法术/$。还有$(li)列表,可由上述任意类型的 iota 构成的列表,其本身相当于一个 iota。
hexcasting.page.101.9 Of course, there's no such thing as a free lunch. All spells, and certain other actions, require _media as payment.$(br2)The best I can figure, a _Hex is a little bit like a plan of action presented to Nature-- in this analogy, the _media is used to provide the arguments to back it up, so Nature will accept your plan and carry it out. 当然,天上不会掉馅饼。所有法术和一些操作会消耗$(media)媒质/$。$(br2)我个人认为,$(hex)咒术/$有点像呈现在自然面前的一个对各类操作的规划。要这么类比的话,$(media)媒质/$便是用来为这个规划提供各式参数和运行支持的能源,而自然会接受你的规划并付诸实践。
hexcasting.page.101.10 That aside, it doesn't seem like anyone has done much research on exactly how $(italic)much/$ any particular piece of $(l:items/amethyst)$(item)amethyst/$ is valued. The best I can tell, an $(l:items/amethyst)$(item)Amethyst Shard/$ is worth about five pieces of $(l:items/amethyst)$(item)Amethyst Dust/$, and a $(l:items/amethyst)$(item)Charged Amethyst Crystal/$ is worth about ten.$(br2)Strangely enough, it seems like no other form of $(l:items/amethyst)$(item)amethyst/$ is suitable to be used in the casting of a _Hex. I suspect that whole blocks or crystals are too solid to be easily unraveled into _media. 除此之外,似乎没人研究过每块$(l:items/amethyst)$(item)紫水晶/$到底含有$(italic)多少/$媒质。我只能得出,一个$(l:items/amethyst)$(item)紫水晶碎片/$大概和五个$(l:items/amethyst)$(item)紫水晶粉/$相当,而一个$(l:items/amethyst)$(item)充能紫水晶/$大概与十个相当。$(br2)而且奇怪之处在于$(l:items/amethyst)$(item)紫水晶/$的其余形态均不适于施放$(hex)咒术/$。推测是因为紫水晶块和晶簇固化程度过高,导致无法轻易拆散为$(media)媒质/$。
hexcasting.page.101.11 It's also worth noting that each action will consume the _media it needs immediately, rather than all at once when the Hex finishes. Also, an action will always consume entire items-- an action that only requires one $(l:items/amethyst)$(item)Amethyst Dust/$'s worth of _media will consume an entire $(l:items/amethyst)$(item)Charged Amethyst Crystal/$, if that's all that's present in my inventory.$(br2)Thus, it might be a good idea to bring dust for spellcasting too-- waste not, want not... 还需格外注意的是每次操作会在执行时立刻消耗其所需的$(media)媒质/$,而非在整个咒术结束时消耗。而且,一次操作会消耗一个物品组,如只需要一个$(l:items/amethyst)$(item)紫水晶粉/$量的$(media)媒质/$的操作也会消耗一整组$(l:items/amethyst)$(item)充能紫水晶/$,前提是物品栏里只有那一组。$(br2)因此,将紫水晶粉碎是个不错的点子。勤俭节约,吃穿不缺。
hexcasting.page.101.12 I should also be careful to make sure I actually have enough Amethyst in my inventory-- some old texts say that Nature is happy to use one's own mind as payment instead. They describe the feeling as awful but strangely euphoric, "[...] an effervescent dissolution into light and energy..." Perhaps that's why all the old practitioners of the art went mad. I can't imagine burning pieces of my mind for power is $(italic)healthy/$. 还要注意物品栏内一定要有足够的紫水晶。一些古代文献提及,自然也会将施法者的意识用作媒质。文献也有提到那种感觉很糟糕但又奇怪地让人兴奋,“……热烈地溶解入光与能量中……”。也许这就是为何先前的研究者们最终都疯了。我完全不觉得为力量而放弃部分意识会对身体有任何$(italic)好处/$。
hexcasting.page.101.13 Maybe something's changed, though. In my experiments, I've never managed to do it; if I run out of _media, the spell will simply fail to cast, as if some barrier is blocking it from harming me. $(br2)It would be interesting to get to the bottom of that mystery, but for now I suppose it'll keep me safe. 但也许确实有什么和之前不同了。在我的实验中,我从没遇到过文献中提到的情况。如果$(media)媒质/$不够了,法术只是单纯地施放不了,就好像有什么屏障在防止我被伤到一样。$(br2)对此刨根问底肯定能得出有趣的结论,但现在就暂时认为它会保护我吧。
hexcasting.page.101.14 I have also found an amusing tidbit on why so many practitioners of magic in general seem to go mad, which I may like as some light and flavorful reading not canonical to my world.$(br2)$(italic)Content Warning: some body horror and suggestive elements./$ 我也发现了一则趣闻,主要讲述为何许多魔法研究者都近乎疯癫,是不错的休闲趣味读物,虽然对不上我这里的世界观。$(br2)$(italic)内容警告:部分肉体恐怖与暗示类材料。/$
hexcasting.page.101.15 Finally, it seems spells have a maximum range of influence, about 32 blocks from my position. Trying to affect anything outside of that will cause the spell to fail.$(br2)Despite this, if I have a player's reference, I can affect them from anywhere. This only applies to affecting them directly, though; I cannot use this to affect the world around them if they're outside of my range.$(br)I ought to be careful when giving out a reference like that. While friendly _Hexcasters could use them to great effect and utility, I shudder to think of what someone malicious might do with this. 最后,法术的影响是有距离限制的,最远大约是距离我 32 格处。若试图影响该范围外的事物,法术便不会生效。$(br2)尽管如此,我可以凭借代表玩家的 iota 在任何地方影响他们。当然影响仅限于玩家本身,若超出我的影响范围,玩家周围的环境便不受影响。$(br)必须谨慎考虑要不要给别人代表我的 iota。友善的$(hex)咒术师们/$可凭此助你行事,但那些心怀鬼胎的就不好说了。
hexcasting.entry.vectors A Primer on Vectors 向量入门
hexcasting.page.vectors.1 It seems I will need to be adroit with vectors if I am to get anywhere in my studies. I have compiled some resources here on vectors if I find I do not know how to work with them.$(br2)First off, an enlightening video on the topic. 如果要深入研究,就要对向量相关的知识足够熟悉。我整理了些讲解向量知识的资料以备不理解时之需。$(br2)首先,来一段富有启发性的视频。(译注:换为B站官方账号网址,原网址为Youtube同视频)
hexcasting.page.vectors.2 Additionally, it seems that the mages who manipulated $(thing)Psi energy/$ (the so-called "spellslingers"), despite their poor naming sense, had some quite-effective lessons on vectors to teach their acolytes. I've taken the liberty of linking to one of their texts on the next page.$(br2)They seem to have used different language for their spellcasting:$(li)A "Spell Piece" was their name for an action;$(li)a "Trick" was their name for a spell; and$(li)an "Operator" was their name for a non-spell action. 此外,似乎操控 $(thing)Psi 能量/$的魔法师们(又称“术式师”)有一些对学徒理解向量大有裨益的课程,虽然他们命名能力不强。我冒昧地在后页提供前往他们课程的链接。$(br2)他们使用了另一套术语:$(li)“术式”对应“操作”。$(li)“启动式”对应“法术”。$(li)“运算符”则对应不是法术的操作。
hexcasting.page.vectors.3 Link here. 链接在此。
hexcasting.entry.mishaps Mishaps 事故
hexcasting.page.mishaps.1 Unfortunately, I am not (yet) a perfect being. I make mistakes from time to time in my study and casting of _Hexes; for example, misdrawing a pattern, or trying to an invoke an action with the wrong iotas. And Nature usually doesn't look too kindly on my mistakes-- causing what is called a $(italic)mishap/$. 不幸的是,我(还)不是一个完美的生物。我经常会在研究中和施放$(hex)咒术/$时犯错。比如说,绘制错图案,或是对错误的 iota 进行操作。而自然一般不会宽容我的错误,而是会导致$(italic)事故/$。
hexcasting.page.mishaps.2 A pattern that causes a mishap will glow red in my grid. Depending on the type of mistake, I can also expect a certain deleterious effect and a spray of red and colorful sparks as the mishandled _media curdles into light of a given color.$(br2)I also get a helpful error message in my chat, but a nagging feeling tells that will change once the "mod updates," whatever that means. I shouldn't rely on always having it. 导致事故的图案会在网格中发红光。根据事故的类型,我能大致推断出其造成的有害后果。同时会有一簇红色与各色的火花四散开去,这主要是由处理不当的$(media)媒质/$凝结为某种颜色的光所致。$(br2)聊天栏中则会出现一条错误信息,但某种纠缠不休的感觉告诉我这些都会在“模组更新”后发生改变,没人知道这意味着什么。我不该指望这些信息会一直出现。
hexcasting.page.mishaps.3 Fortunately, although the bad effects of mishaps are certainly $(italic)annoying/$, none of them are especially destructive in the long term. Nothing better to do than dust myself off and try again ... but I should strive for better anyways.$(br2)Following is a list of mishaps I have compiled. 而幸运的是,虽然所有事故导致的有害效果都$(italic)很烦人/$,但也都不会导致长期毁灭性后果。在哪里跌倒,就要在哪里站起来,然后继续前进……当然也可以选一条更好走的路。$(br2)我整理的所有事故如下所述。
hexcasting.page.mishaps.invalid_pattern.title Invalid Pattern 无效图案
hexcasting.page.mishaps.invalid_pattern The pattern drawn is not associated with any action.$(br2)Causes yellow sparks, and a $(l:casting/influences)$(action)Garbage/$ will be pushed to the top of my stack. 绘制的图案不对应任何操作。$(br2)产生黄色火花,并向栈顶压入一个$(l:casting/influences)$(action)垃圾/$。
hexcasting.page.mishaps.not_enough_iotas.title Not Enough Iotas Iota 过少
hexcasting.page.mishaps.not_enough_iotas The action required more iotas than were on the stack.$(br2)Causes light gray sparks, and as many $(l:casting/influences)$(action)Garbages/$ as would be required to fill up the argument count will be pushed. 该操作需要比当前栈中元素数还多的 iota。$(br2)产生淡灰色火花,并向栈顶压入缺少的参数的数量个$(l:casting/influences)$(action)垃圾/$。
hexcasting.page.mishaps.incorrect_iota.title Incorrect Iota Iota 错误
hexcasting.page.mishaps.incorrect_iota The action that was executed expected an iota of a certain type for an argument, but it got something invalid. If multiple iotas are invalid, the error message will only tell me about the error deepest in the stack.$(br2)Causes dark gray sparks, and the invalid iota will be replaced with $(l:casting/influences)$(action)Garbage/$. 该操作需要一种特定类型的 iota 作为参数,而实际 iota 无效。如果有多个 iota 无效,错误信息只会提示最靠近栈底的错误。$(br2)产生深灰色火花,无效的 iota 会被替换为$(l:casting/influences)$(action)垃圾/$。
hexcasting.page.mishaps.vector_out_of_range.title Vector Out of Ambit 向量越界
hexcasting.page.mishaps.vector_out_of_range The action tried to affect the world at a point that was out of my range.$(br2)Causes magenta sparks, and the items in my hands will be yanked out and flung towards the offending location. 该操作试图影响在我影响范围之外的某一位置。$(br2)产生品红色火花,我手中的物品将会掉落并飞向对应位置。
hexcasting.page.mishaps.entity_out_of_range.title Entity Out of Ambit 实体越界
hexcasting.page.mishaps.entity_out_of_range The action tried to affect an entity that was out of my range.$(br2)Causes pink sparks, and the items in my hands will be yanked out and flung towards the offending entity. 该操作试图影响在我影响范围之外的某一实体。$(br2)产生粉红色火花,我手中的物品将会掉落并飞向对应实体。
hexcasting.page.mishaps.entity_immune.title Entity is Immune 实体免疫
hexcasting.page.mishaps.entity_immune The action tried to affect an entity that cannot be altered by it.$(br2)Causes blue sparks, and the items in my hands will be yanked out and flung towards the offending entity. 该操作试图影响某不会受其影响的实体。$(br2)产生蓝色火花,我手中的物品将会掉落并飞向对应实体。
hexcasting.page.mishaps.math_error.title Mathematical Error 数学错误
hexcasting.page.mishaps.math_error The action did something offensive to the laws of mathematics, such as dividing by zero.$(br2)Causes red sparks, pushes a $(l:casting/influences)$(action)Garbage/$ to my stack, and my mind will be ablated, stealing half the vigor I have remaining. It seems that Nature takes offense to such operations, and divides $(italic)me/$ in retaliation. 该操作违背了数学规律,例如试图除以零。$(br2)产生红色火花,压入一个$(l:casting/influences)$(action)垃圾/$,并且我的意识会被销蚀,扣去我当时生命力的一半。似乎自然对这种举动深感冒犯,而后便会报复性地惩罚$(italic)我/$。
hexcasting.page.mishaps.incorrect_item.title Incorrect Item 物品错误
hexcasting.page.mishaps.incorrect_item The action requires some sort of item, but the item I supplied was not suitable.$(br2)Causes brown sparks. If the offending item was in my hand, it will be flung to the floor. If it was in entity form, it will be flung in the air. 该操作需要某种物品,而我所提供的物品不合适。$(br2)产生棕色火花。如果在手中持有对应物品,则该物品会掉落在地。如果对应物品以实体形式存在,则其会被击飞。
hexcasting.page.mishaps.incorrect_block.title Incorrect Block 方块错误
hexcasting.page.mishaps.incorrect_block The action requires some sort of block at a target location, but the block supplied was not suitable.$(br2)Causes bright green sparks, and causes an ephemeral explosion at the given location. The explosion doesn't seem to harm me, the world, or anything else though; it's just startling. 该操作需在目标位置存在某种方块,而该位置实际存在的方块不合适。$(br2)产生亮绿色火花,并在对应位置产生一次爆炸。这种爆炸似乎不会伤害到我,世界或是任何其他事物。就是挺吓人的。
hexcasting.page.mishaps.retrospection.title Hasty Retrospection 反思过急
hexcasting.page.mishaps.retrospection I attempted to draw $(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)Retrospection/$ without first drawing $(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)Introspection/$.$(br2)Causes orange sparks, and pushes the pattern for $(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)Retrospection/$ to the stack as a pattern iota. 试图在绘制$(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)内省/$前绘制$(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)反思/$。$(br2)产生橙色火花,并压入一个$(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)反思/$对应的图案。
hexcasting.page.mishaps.too_deep.title Delve Too Deep 钻研过深
hexcasting.page.mishaps.too_deep Evaluated too many spells with meta-evaluation from one spell.$(br2)Causes dark blue sparks, and chokes all the air out of me. 在一个法术内以元运行方式运行过多法术。$(br2)产生暗蓝色火花,并使我窒息。
hexcasting.page.mishaps.true_name.title Transgress Other 违犯他人
hexcasting.page.mishaps.true_name I attempted to $(l:patterns/readwrite#hexcasting:write)$(action)save a reference/$ to another player to a permanent medium.$(br2)Causes black sparks, and robs me of my sight for approximately one minute. 试图在某种永久性媒介中$(l:patterns/readwrite#hexcasting:write)$(action)存储/$代表另一位玩家的 iota。$(br2)产生黑色火花,并致盲大约一分钟。
hexcasting.page.mishaps.disabled.title Disallowed Action 禁用操作
hexcasting.page.mishaps.disabled I tried to cast an action that has been disallowed by a server administrator.$(br2)Causes black sparks. 试图执行被服务器管理员禁用的操作。$(br2)产生黑色火花。
hexcasting.page.mishaps.other.title Catastrophic Failure 灾难性故障
hexcasting.page.mishaps.other A bug in the mod caused an iota of an invalid type or otherwise caused the spell to crash. $(l:https://https://github.com/gamma-delta/HexMod/issues)Please open a bug report!/$$(br2)Causes black sparks. 模组中的漏洞产生的无效类型的 iota 或是其他错误导致法术失效。$(l:https://https://github.com/gamma-delta/HexMod/issues)请报告该漏洞!/$$(br2)产生黑色火花。
hexcasting.entry.stack Stacks
hexcasting.page.stack.1 A $(thing)Stack/$, also known as a "LIFO", is a concept borrowed from computer science. In short, it's a collection of things designed so that you can only interact with the most recently used thing.$(br2)Think of a stack of plates, where new plates are added to the top: if you want to interact with a plate halfway down the stack, you have to remove the plates above it in order to get ahold of it. $(thing)栈/$,又被称为“后进先出表(LIFO)”,是计算机科学中的概念。简而言之,栈是一种只能与最近交互过的事物交互的事物的集合。$(br2)想象一摞盘子,新盘子会被放在其顶部。若想要与放在这摞盘子中间的某个盘子交互,你就必须先将它上面的所有盘子拿开才行。
hexcasting.page.stack.2 Because a stack is so simple, there's only so many things you can do with it:$(li)$(italic)Adding something to it/$, known formally as pushing,$(li)$(italic)Removing the last added element/$, known as popping, or$(li)$(italic)Examining or modifying the last added element/$, known as peeking.$(br)We call the last-added element the "top" of the stack, in accordance with the dinner plate analogy.$(p)As an example, if we push 1 to a stack, then push 2, then pop, the top of the stack is now 1. 因为栈非常简单,所以与其的交互种类屈指可数:$(li)$(italic)向其中加入事物/$,称为“入栈”/“push”。$(li)$(italic)移除最后加入的元素/$,称为“出栈”/“pop”。$(li)$(italic)校验或修改最后加入的元素/$,称为“检视”/“peek”。$(br)我们将最后加入的元素称为“栈顶元素”,就和盘子的类比差不多。$(p)举个例子,如果向栈压入1号元素,然后压入2号元素,然后弹出一个元素,这时栈顶元素便是1号元素。
hexcasting.page.stack.3 Actions are (on the most part) restricted to interacting with the casting stack in these ways. They will pop some iotas they're interested in (known as "arguments" or "parameters"), process them, and push some number of results.$(br2)Of course, some actions (e.g. $(l:patterns/basics#hexcasting:get_caster)$(action)Mind's Reflection/$) might pop no arguments, and some actions (particularly spells) might push nothing afterwards. 操作(大致)都只能与栈以如上几种方式交互。它们也会弹出部分它们感兴趣的 iota(称为“参数”或“实参”或“形参”),对它们进行处理,然后压入一定数目的结果。$(br2)当然,某些操作(例如$(l:patterns/basics#hexcasting:get_caster)$(action)意识之精思/$)可能不会弹出任何元素,而某些操作(尤其是法术)可能不会压入任何元素。
hexcasting.page.stack.4 Even more complicated actions can be expressed in terms of pushing, popping, and peeking. For example, $(l:patterns/stackmanip#hexcasting:swap)$(action)Jester's Gambit/$ swaps the top two items of the stack. This can be thought of as popping two items and pushing them in opposite order. For another, $(l:patterns/stackmanip#hexcasting:duplicate)$(action)Gemini Decomposition/$ duplicates the top of the stack-- in other words, it peeks the stack and pushes a copy of what it finds. 更复杂的操作都可用若干次入栈、出栈或检视操作实现。例如,$(l:patterns/stackmanip#hexcasting:swap)$(action)弄臣之策略/$交换栈顶两个元素的顺序。这可认为是弹出两个 iota 并以相反顺序重新压入。又例如,$(l:patterns/stackmanip#hexcasting:duplicate)$(action)双子之分解/$会复制栈顶元素,也即其检视栈顶并压入一个一样的元素。
hexcasting.entry.naming Naming Actions 操作命名法
hexcasting.page.naming.1 The names given to actions by the ancients were certainly peculiar, but I think there's a certain kind of logic to them.$(br2)There seem to be certain groups of actions with common names, named for the number of iotas they remove from and add to the stack. 古人给各类操作命的名确实很奇特,但我认为其中总有某种命名逻辑。$(br2)似乎各式操作均被分入了若干组,组内的操作命名方式类似——以其要移除和加入的 iota 个数命名。
hexcasting.page.naming.2 $(li)A $(thing)Reflection/$ pops nothing and pushes one iota.$(li)A $(thing)Purification/$ pops one and pushes one.$(li)A $(thing)Distillation/$ pops two and pushes one.$(li)An $(thing)Exaltation/$ pops three or more and pushes one.$(li)A $(thing)Decomposition/$ pops one argument and pushes two.$(li)A $(thing)Disintegration/$ pops one and pushes three or more.$(li)Finally, a $(thing)Gambit/$ pushes or pops some other number (or rearranges the stack in some other manner). $(li)$(thing)精思/$不出栈,入栈一个 iota。$(li)$(thing)纯化/$出栈一个,入栈一个。$(li)$(thing)馏化/$出栈两个,入栈一个。$(li)$(thing)提整/$出栈三个或更多,入栈一个。$(li)$(thing)分解/$出栈一个,入栈两个。$(li)$(thing)拆解/$出栈一个,入栈三个或更多。$(li)$(thing)策略/$则对应其余出栈入栈操作(或会以某种方式重新排列栈的操作)。
hexcasting.page.naming.3 Spells seem to be exempt from this nomenclature and are more or less named after what they do-- after all, why call it a $(action)Demoman's Gambit/$ when you could just say $(l:patterns/spells/basic#hexcasting:explode)$(action)Explosion/$? 法术不受此命名法约束,而是以其效用命名。毕竟,能叫它$(l:patterns/spells/basic#hexcasting:explode)$(action)爆炸/$,为何还要起个像是“$(action)爆破兵之策略/$”的名字呢?
hexcasting.entry.influences Influences 虚指
hexcasting.page.influences.1 Influences are ... strange, to say the least. Whereas most iotas seem to represent something about the world, influences represent something more... abstract, or formless.$(br2)For example, one influence I've named $(l:casting/influences)$(thing)Null/$ seems to represent nothing at all. It's created when there isn't a suitable answer to a question asked, such as an $(l:patterns/basics#hexcasting:raycast)$(action)Archer's Distillation/$ facing the sky. 虚指非常……奇怪,至少能这么说。大部分 iota 都代表着世界中的某个实际事物,而虚指则代表着某些更为……抽象或无形的事物。$(br2)例如,我将一种虚指命名为 $(l:casting/influences)$(thing)Null/$,它似乎代表着“无”这种状态。当一个问题没有确切的答案时就会出现一个 Null,比如对着天空执行$(l:patterns/basics#hexcasting:raycast)$(action)弓箭手之馏化/$。
hexcasting.page.influences.2 In addition, I've discovered a curious triplet of influences I've named $(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)Consideration/$, $(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)Introspection/$, and $(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)Retrospection/$. They seem to have properties of both patterns and other influences, yet act very differently. I can use these to add patterns to my stack as iotas, instead of matching them to actions. $(l:patterns/patterns_as_iotas)My notes on the subject are here/$. 此外,我还发现了一组三个奇特的虚指,命名为$(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)考察/$、$(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)内省/$和$(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)反思/$。它们似乎同时有着图案和虚指的性质,但实际作用却和这两者都不一样。我能用它们将图案作为 iota 加到栈中,而非执行图案对应的操作。$(l:patterns/patterns_as_iotas)相关笔记在此/$。
hexcasting.page.influences.3 Finally, there seems to be an infinite family of influences that just seem to be a tangled mess of _media. I've named them $(l:casting/influences)$(action)Garbage/$, as they are completely useless. They seem to appear in my stack at various places in response to $(l:casting/mishaps)$(thing)mishaps/$, and appear to my senses as a nonsense jumble. 最后,似乎还有一组无限个虚指,它们都代表着一团紊乱的$(media)媒质/$。我称其为$(l:casting/influences)$(action)垃圾/$,因为它们毫无用处。它们似乎会因$(l:casting/mishaps)$(thing)事故/$而在栈中任意位置出现,呈现出来的则是一团乱麻。
hexcasting.entry.mishaps2 Enlightened Mishaps 启迪后事故
hexcasting.page.mishaps2.1 I have discovered new and horrifying modes of failure. I must not succumb to them. 我发现了若干全新而又骇人的事故。我绝不能向它们屈服。
hexcasting.page.mishaps2.bad_mindflay.title Inert Mindflay 惰性剥离
hexcasting.page.mishaps2.bad_mindflay Attempted to flay the mind of a villager that I have either already used, or of a character not suitable for the target block.$(br2)Causes dark green sparks, and kills the subject. If another villager sees that, I doubt they would look on it favorably. 试图剥离已被剥除意识的村民的意识,或是试图剥离不适用于目标方块的生物的意识。$(br2)产生暗绿色火花,并杀死对应生物。倘若其他村民看到了,他们应该不会对此有什么好评价。
hexcasting.page.mishaps2.no_circle.title Lack Spell Circle 缺失法术环
hexcasting.page.mishaps2.no_circle Tried to cast an action requiring a spell circle without a spell circle.$(br2)Causes light blue sparks, and upends my inventory onto the ground. 试图直接执行只能在法术环内执行的操作。$(br2)产生淡蓝色火花,并将我物品栏中所有物品散落在地。
hexcasting.page.mishaps2.no_record.title Lack Akashic Record 缺失阿卡夏记录
hexcasting.page.mishaps2.no_record Tried to access an $(l:greatwork/akashiclib)$(item)Akashic Record/$ at a location where there isn't one.$(br2)Causes purple sparks, and steals away some of my experience. 试图在无对应方块处访问$(l:greatwork/akashiclib)$(item)阿卡夏记录/$。$(br2)产生紫色火花,并消耗部分经验。
hexcasting.entry.amethyst Amethyst 紫水晶
hexcasting.page.amethyst.dust It seems that I'll find three different forms of amethyst when breaking a crystal inside a geode. The smallest denomination seems to be a small pile of shimmering dust, worth a relatively small amount of _media. 在晶洞里破坏紫水晶会产生三种形态的紫水晶。紫水晶量最少的物品是一堆闪着光的粉末,含有较少量的$(media)媒质/$。
hexcasting.page.amethyst.shard The second is a whole shard of amethyst, of the type non-_Hexcasters might be used to. This has about as much _media inside as five $(l:items/amethyst)$(item)Amethyst Dust/$. 第二种是紫水晶的碎片,也就是不是$(hex)咒术师/$的人们最为熟悉的。这种碎片大约含有五个$(l:items/amethyst)$(item)紫水晶粉/$量的$(media)媒质/$。
hexcasting.page.amethyst.crystal Finally, I'll rarely find a large crystal crackling with energy. This has about as much _media inside as ten units of $(l:items/amethyst)$(item)Amethyst Dust/$ (or two $(l:items/amethyst)$(item)Amethyst Shards/$). 最后,偶尔能发现充盈着能量的大型水晶。它们含有大约 10 个$(l:items/amethyst)$(item)紫水晶粉/$(也即两个$(l:items/amethyst)$(item)紫水晶碎片/$)量的$(media)媒质/$。
hexcasting.page.amethyst.lore $(italic)The old man sighed and raised a hand toward the fire. He unlocked a part of his brain that held the memories of the mountains around them. He pulled the energies from those lands, as he learned to do in Terisia City with Drafna, Hurkyl, the archimandrite, and the other mages of the Ivory Towers. He concentrated, and the flames writhed as they rose from the logs, twisting upon themselves until they finally formed a soft smile./$ $(italic)老人叹了口气,对着火炉伸出了一只手。他回想起自己对周边山脉的记忆,从那些土地中汲取能量——就像他在泰瑞西亚城从札夫拿、河鼓、主教还有象牙塔中的其它法师身上学到的那样。他集中精神,从柴薪中升起的火焰摇摆扭动,最终形成了一抹温柔的微笑。/$
hexcasting.entry.staff Staff 法杖
hexcasting.page.staff.1 A $(l:items/staff)$(item)Staff/$ is my entry point into casting all _Hexes, large and small. By holding it and pressing $(thing)$(k:use)/$, I begin casting a _Hex; then I can click and drag to draw patterns.$(br2)It's little more than a chunk of _media on the end of a stick; that's all that's needed, after all. A $(l:items/staff)$(item)法杖/$是我尝试施放各类$(hex)咒术/$的起点。手持时按下$(thing)$(k:use)/$,就算开始了施放$(hex)咒术/$的过程。然后单击拖动绘制图案就可以了。$(br2)它还是和单纯把一小块$(media)媒质/$放在木棍的一端有所不同,但不管怎么说,能用就行。
hexcasting.page.staff.crafting.header Staves 法杖
hexcasting.page.staff.crafting.desc $(italic)Don't fight; flame, light; ignite; burn bright./$ $(italic)施法不规范,自己两行泪。/$
hexcasting.entry.lens Scrying Lens 探知透镜
hexcasting.page.lens.1 _Media can have peculiar effects on any type of information, in specific circumstances. Coating a glass in a thin film of it can lead to ... elucidating insights.$(br2)By holding a $(l:items/lens)$(item)Scrying Lens/$ in my hand, certain blocks will display additional information when I look at them. $(media)媒质/$在某些特殊情况下能和任何信息作用而产生奇异效果。而若是在玻璃上覆上薄薄一层媒质,就能……生出些独特的见地。$(br2)手持$(l:items/lens)$(item)探知透镜/$观察某些方块,就能给出一些额外信息。
hexcasting.page.lens.2 For example, looking at a piece of $(item)Redstone/$ will display its signal strength. I suspect I will discover other blocks with additional insight as my studies into my art progress.$(br2)In addition, holding it while casting using a $(l:items/staff)$(item)Staff/$ will shrink the spacing between dots, allowing me to draw more on my grid.$(br2)I can also wear it on my head as a strange sort of monocle. This reveals information, but won't shrink my grid. No matter. There must be a way to have both... 例如,看向$(item)红石粉/$会给出其信号强度。我猜测随着研究的深入,我能发现全新的额外信息。$(br2)此外,用$(l:items/staff)$(item)法杖/$施法时,在另一只手持有探知透镜就能缩短点与点的间距,从而能在网格上绘制更多图案。$(br2)我还可以把它当单片眼镜戴在头上。这样做能显示额外信息,但不会缩小网格。但没关系,总有两全其美的办法……
hexcasting.page.lens.crafting.desc $(italic)You must learn... to see what you are looking at./$ $(italic)你必须学会……探知你所看到的事物。/$
hexcasting.entry.focus Focus 核心
hexcasting.page.focus.1 A $(l:items/focus)$(item)Focus/$ can store a single iota.$(br2)When I craft it, it holds the $(l:casting/influences)$(thing)Null/$ influence by default. Using $(l:patterns/readwrite#hexcasting:write)$(action)Scribe's Gambit/$ while holding a $(l:items/focus)$(item)Focus/$ in my other hand will remove the top of the stack and save it into the $(l:items/focus)$(item)Focus/$. Using $(l:patterns/readwrite#hexcasting:read)$(action)Scribe's Reflection/$ will copy whatever iota's in the $(l:items/focus)$(item)Focus/$ and add it to the stack. $(l:items/focus)$(item)核心/$能存储一个 iota。$(br2)合成核心时,其默认存有 $(l:casting/influences)$(thing)Null/$ 这一虚指。在另一只手持有$(l:items/focus)$(item)核心/$时,可以用$(l:patterns/readwrite#hexcasting:write)$(action)书吏之策略/$将栈顶元素弹出栈并存入其中。而使用$(l:patterns/readwrite#hexcasting:read)$(action)书吏之精思/$就会将$(l:items/focus)$(item)核心/$中的 iota 复制出来并压入栈中。
hexcasting.page.focus.2 It occurs to me that I could conceivably store a whole list of patterns in a $(l:items/focus)$(item)Focus/$, then recall them and evaluate them with $(l:patterns/meta#hexcasting:eval)$(action)Hermes' Gambit/$. This way I can cast complex spells, or parts of spells, without having to draw them over and over.$(br2)I could use this like a slightly less convenient $(l:items/hexcasting#artifact)$(item)Artifact/$, but I think I could get much better dividends by putting common "phrases" in a $(l:items/focus)$(item)Focus/$, like the patterns for figuring out where I'm looking. 我突然想到,我可以在$(l:items/focus)$(item)核心/$中存入一个由图案组成的列表,将它们复制出来后用$(l:patterns/meta#hexcasting:eval)$(action)赫尔墨斯之策略/$运行就行了。这样就有了施放复杂法术和施放法术其中一部分的简单方法,不用再在每次使用时全部重画一遍图案了。$(br2)它可以用作一个简易版$(l:items/hexcasting#artifact)$(item)造物/$,但我觉得将某些常用图案“组合”存到$(l:items/focus)$(item)核心/$中更方便,比如返回我在看哪里的图案组合。
hexcasting.page.focus.3 Also, if I store an entity in a $(l:items/focus)$(item)Focus/$ and try to recall it after the referenced entity has died or otherwise disappeared, the $(l:patterns/readwrite#hexcasting:read)$(action)Scribe's Reflection/$ will add $(l:casting/influences)$(thing)Null/$ to the stack instead.$(br2)Finally, it seems if I wish to protect a $(l:items/focus)$(item)focus/$ from accidentally being overwritten, I can seal it with wax by crafting it with a $(item)Honeycomb/$. Attempting to use $(l:patterns/readwrite#hexcasting:write)$(action)Scribe's Gambit/$ on a sealed focus will fail. $(l:patterns/spells/hexcasting#hexcasting:erase)$(action)Erase Item/$ will remove this seal along with the contents. 另外,如果我在$(l:items/focus)$(item)核心/$中存入一个实体,然后在该实体死亡或消失后尝试复制,则$(l:patterns/readwrite#hexcasting:read)$(action)书吏之精思/$会压入一个 $(l:casting/influences)$(thing)Null/$。$(br2)最后,如果不希望$(l:items/focus)$(item)核心/$被覆写,可以将其与$(item)蜜脾/$合成来蜡封,这时对其使用$(l:patterns/readwrite#hexcasting:write)$(action)书吏之策略/$就会失败。$(l:patterns/spells/hexcasting#hexcasting:erase)$(action)清除物品/$则会将蜡封和其内容物一并清除。
hexcasting.page.focus.crafting.desc $(italic)Poison apples, poison worms./$ $(italic)毒苹果,毒虫子。/$
hexcasting.entry.abacus Abacus 算盘
hexcasting.page.abacus.1 Although there are $(l:patterns/numbers)$(action)patterns for drawing numbers/$, I find them ... cumbersome, to say the least.$(br2)Fortunately, the old masters of my craft invented an ingenious device called an $(l:items/abacus)$(item)Abacus/$ to provide numbers to my casting. I simply set the number to what I want, then read the value using $(l:patterns/readwrite#hexcasting:read)$(action)Scribe's Reflection/$, just like I would read a $(l:items/focus)$(item)Focus/$. 虽然有$(l:patterns/numbers)$(action)对应数的图案/$,它们确实……过于复杂。$(br2)幸运的是,从前研究这门学问的大师们发明了一个名为“$(l:items/abacus)$(item)算盘/$”的天才般的装置,它们能极为方便地表示数。只需要在其上设定好,然后用$(l:patterns/readwrite#hexcasting:read)$(action)书吏之精思/$把值读出即可,就和读出$(l:items/focus)$(item)核心/$中 iota 的操作一样。
hexcasting.page.abacus.2 To operate one, I simply hold it, sneak, and scroll. If in my main hand, the number will increment or decrement by 1, or 10 if I am also holding Control/Command. If in my off hand, the number will increment or decrement by 0.1, or 0.001 if I am also holding Control/Command.$(br2)I can shake the abacus to reset it to zero by sneak-right-clicking. 操作方法是潜行时手持算盘滚动滚轮。如果是主手持算盘,则其数值会以 1 增加或减少,按住 Control 或 Command 时则以 10。若是副手持算盘,则其数值会以 0.1 增加或减少,按住 Control 或 Command 时则以 0.001。$(br2)也可以在潜行时手持算盘右击以重设为 0。
hexcasting.page.abacus.crafting.desc $(italic)Mathematics? That's for eggheads!/$ $(italic)数学?那是给聪明人用的!/$
hexcasting.entry.spellbook Spellbook 法术书
hexcasting.page.spellbook.1 A $(l:items/spellbook)$(item)Spellbook/$ is the culmination of my art-- it acts like an entire library of $(l:items/focus)$(item)Foci/$. Up to $(thing)sixty-four/$ of them, to be exact.$(br2)Each page can hold a single iota, and I can select the active page (the page that iotas are saved to and copied from) by sneak-scrolling while holding it, or simply holding it in my off-hand and scrolling while casting a _Hex. $(l:items/spellbook)$(item)法术书/$是我研究成果的结晶。它像是一座满是$(l:items/focus)$(item)核心/$的图书馆。准确的说是最多能存放$(thing)64/$个。$(br2)每一页都能存储一个 iota。手持法术书时,可在潜行时用滚轮自由选择当前活动页(存储和复制 iota 的目标页),也可在施放$(hex)咒术/$时副手手持,并直接用滚轮改变活动页。
hexcasting.page.spellbook.2 Like a $(l:items/focus)$(item)Focus/$, there exists a simple method to prevent accidental overwriting. Crafting it with a $(item)Honeycomb/$ will lacquer the current page, preventing $(l:patterns/readwrite#hexcasting:write)$(action)Scribe's Gambit/$ from modifying its contents. Also like a $(l:items/focus)$(item)Focus/$, using $(l:patterns/spells/hexcasting#hexcasting:erase)$(action)Erase Item/$ will remove the lacquer along with the page's contents.$(br2)I can also name each page individually in an anvil. Naming it will change only the name of the currently selected page, for easy browsing. 就像$(l:items/focus)$(item)核心/$一样,法术书也有防覆写机制。将其和$(item)蜜脾/$合成就能给当前页上漆,从而防止$(l:patterns/readwrite#hexcasting:write)$(action)书吏之策略/$改变其内容。而清除也和$(l:items/focus)$(item)核心/$一样,使用$(l:patterns/spells/hexcasting#hexcasting:erase)$(action)清除物品/$就能同时去除漆封和当前页的内容。$(br2)也可在铁砧上改变当前书页的名字,方便查找。
hexcasting.page.spellbook.crafting.desc $(italic)Wizards love words. Most of them read a great deal, and indeed one strong sign of a potential wizard is the inability to get to sleep without reading something first. $(italic)巫师们喜欢阅读。大多数巫师经常阅读,而且睡前一定要读些什么确实是判断一个人是不是巫师的有效方法。/$
hexcasting.entry.scroll Scrolls 卷轴
hexcasting.page.scroll.1 A $(l:items/scroll)$(item)Scroll/$ is a convenient method of sharing a pattern with others. I can copy a pattern onto one with $(l:patterns/readwrite#hexcasting:write)$(action)Scribe's Gambit/$, after which it will display in a tooltip.$(br2)I can also place them on the wall as decoration or edification, like a painting, in sizes from 1x1 to 3x3 blocks. Using $(l:items/amethyst)$(item)Amethyst Dust/$ on such a scroll will have it display the stroke order. $(l:items/scroll)$(item)卷轴/$能让分享图案画法变得十分方便。可用$(l:patterns/readwrite#hexcasting:write)$(action)书吏之策略/$将图案复制上去,然后该图案就会在物品提示栏内出现。$(br2)也可以将其放在墙上用作装饰或用于教学。就和画一样,卷轴也分大小,从 1x1 到 3x3 都有。对挂在墙上的卷轴使用$(l:items/amethyst)$(item)紫水晶粉/$就能显示绘制的笔画顺序。
hexcasting.page.scroll.2 In addition, I can also find so-called $(l:items/scroll)$(item)Ancient Scrolls/$ in the dungeons and strongholds of the world. These contain the stroke order of $(thing)Great Spells/$, powerful magicks rumored to be too powerful for the hands and minds of mortals...$(br2)If those "mortals" couldn't cast them, I'm not sure they deserve to know them. 此外,我还在地牢和要塞里发现了所谓$(l:items/scroll)$(item)远古卷轴/$。它们记载了一些特殊法术的笔画顺序——$(thing)卓越法术/$,传闻是强大到凡人的意识无法承受的法术……$(br2)但如果那些“凡人”施放不了,那我觉得他们就不应该知道这些法术的存在。
hexcasting.page.scroll.crafting.desc $(italic)I write upon clean white parchment with a sharp quill and the blood of my students, divining their secrets./$ $(italic)我用锐利的笔和学生的鲜血在洁白的纸上书写,探知着他们的秘密。/$
hexcasting.entry.slate Slates 石板
hexcasting.page.slate.1 $(l:items/slate)$(item)Slates/$ are similar to $(l:items/scroll)$(item)Scrolls/$; I can copy a pattern to them and place them in the world to display the pattern.$(br2)However, I have read vague tales of grand assemblies of $(l:items/slate)$(item)Slates/$, used to cast $(l:greatwork/spellcircles)$(thing)great rituals/$ more powerful than can be handled by a $(l:items/staff)$(item)Staff/$. $(l:items/slate)$(item)石板/$和$(l:items/scroll)$(item)卷轴/$类似,可以将图案复制上去并放置在世界中以展示该图案。$(br2)然而,我曾读到过某些粗略的故事,它们记述了一种用$(l:items/slate)$(item)石板/$组成的伟大结构,用来施放$(l:items/staff)$(item)法杖/$无法施放的$(l:greatwork/spellcircles)$(thing)伟大仪式/$。
hexcasting.page.slate.2 Perhaps this knowledge will be revealed to me with time. But for now, I suppose they make a quaint piece of decor.$(br2)At the least, they can be placed on any side of a block, unlike $(l:items/scroll)$(item)Scrolls/$. 也许我将来就会碰到这些知识。但就现在而言,我觉得它们非常适合装饰。$(br2)至少它们可被放在方块的任何一面,这点和$(l:items/scroll)$(item)卷轴/$不同。
hexcasting.page.slate.crafting.desc $(italic)This is the letter "a." Learn it./$ $(italic)这就是横竖撇捺了。要记牢。/$
hexcasting.page.slate.3 I'm also aware of other types of $(l:items/slate)$(item)Slates/$, slates that do not contain patterns but seem to be inlaid with other ... strange ... oddities. It hurts my brain to think about them, as if my thoughts get bent around their designs, following their pathways, bending and wefting through their labyrinthine depths, through and through and through channeled through and processed and--$(br2)... I almost lost myself. Maybe I should postpone my studies of those. 我还发现了其他类型的$(l:items/slate)$(item)石板/$,它们并未刻有图案,但似乎内嵌有某种……奇怪的……异常构造。单单思考它们就让我头脑胀痛,就好像我的思维被它们的结构折弯,随着它们的回路流动,迷失在它们迷宫般的深渊中,迷失在迷失在迷失在导向到处理为——$(br2)……我的思维差点就被搅乱了。还是之后再做相关研究吧。
hexcasting.entry.hexcasting Casting Items 施法物品
hexcasting.page.hexcasting.1 Although the flexibility of casting _Hexes "on the go" with my $(l:items/staff)$(item)Staff/$ is quite helpful, it's a huge pain to have to wave it around repeatedly just to accomplish a basic task. If I could save a common spell for later reuse, it would simplify things a lot-- and allow me to share my _Hexes with friends, too. 虽然用$(l:items/staff)$(item)法杖/$直接施放$(hex)咒术/$确实足够灵活易用,但仅凭法杖重复施放同一种咒术就很烦人了。如果能将某些常用法术存储起来后续直接使用,就再方便不过了,同时也方便我与朋友分享这些$(hex)咒术/$。
hexcasting.page.hexcasting.2 To do this, I can craft one of three types of magic items: $(l:items/hexcasting)$(item)Cyphers/$, $(l:items/hexcasting)$(item)Trinkets/$, or $(l:items/hexcasting)$(item)Artifacts/$. All of them hold the patterns of a given _Hex inside, along with a small battery containing _media.$(br2)Simply holding one and pressing $(thing)$(k:use)/$ will cast the patterns inside, as if the holder had cast them out of a staff, using its internal battery. 以下三种魔法物品就能做到这点:$(l:items/hexcasting)$(item)杂件/$,$(l:items/hexcasting)$(item)缀品/$和$(l:items/hexcasting)$(item)造物/$。所有三种物品都能存储$(hex)咒术/$对应的所有图案,且都有一个用来存储$(media)媒质/$的小电池。$(br2)手持时按下$(thing)$(k:use)/$就会消耗其内含的媒质像用法杖施法那样运行其中图案。
hexcasting.page.hexcasting.3 Each item has its own quirks:$(br2)$(l:items/hexcasting)$(item)Cyphers/$ are fragile, destroyed after their internal _media reserves are gone, and $(italic)cannot/$ be recharged;$(br2)$(l:items/hexcasting)$(item)Trinkets/$ can be cast as much as the holder likes, as long as there's enough _media left, but become useless afterwards until recharged; 每种物品都有自己的特点:$(br2)$(l:items/hexcasting)$(item)杂件/$很脆弱,在耗尽其内含的$(media)媒质/$会损坏,$(italic)不可/$重新充能。$(br2)$(l:items/hexcasting)$(item)缀品/$只要还有剩余的$(media)媒质/$就能一直施法,但媒质耗尽后若不重新充能就无法使用。
hexcasting.page.hexcasting.4 $(l:items/hexcasting)$(item)Artifacts/$ are the most powerful of all-- after their _media is depleted, they can use $(l:items/amethyst)$(item)Amethyst/$ from the holder's inventory to pay for the _Hex, just as I do when casting with a $(l:items/staff)$(item)Staff/$. Of course, this also means the spell might consume their mind if there's not enough $(l:items/amethyst)$(item)Amethyst/$.$(br2)Once I've made an empty magic item in a mundane crafting bench, I infuse the _Hex into it using (what else but) a spell appropriate to the item. $(l:patterns/spells/hexcasting)I've catalogued the patterns here./$ $(l:items/hexcasting)$(item)造物/$则是三者之中最强力的——其内含的$(media)媒质/$耗尽后,它们还能消耗持有者物品栏内的$(l:items/amethyst)$(item)紫水晶/$来施放$(hex)咒术/$,就和用$(l:items/staff)$(item)法杖/$施法一样。不过这也意味着,一旦$(l:items/amethyst)$(item)紫水晶/$不够,继续施法可能会消耗施法者的意识。$(br2)而在工作台中合成魔法物品后,必须将$(hex)咒术/$以适合对应物品的法术写入其中。(也没什么其他办法。)$(l:patterns/spells/hexcasting)对应的图案详情见此。/$
hexcasting.page.hexcasting.5 Each infusion spell requires an entity and a list of patterns on the stack. The entity must be a _media-holding item entity (i.e. $(l:items/amethyst)$(item)amethyst/$ crystals, dropped on the ground); the entity is consumed and forms the battery.$(br2)Usefully, it seems that the _media in the battery is not consumed in chunks as it is when casting with a $(l:items/staff)$(item)Staff/$-- rather, the _media "melts down" into one continuous pool. Thus, if I store a _Hex that only costs one $(l:items/amethyst)$(item)Amethyst Dust/$'s worth of mana, a $(l:items/amethyst)$(item)Charged Crystal/$ used as the battery will allow me to cast it 10 times. 每次写入都需要栈上有一个实体和一个由图案构成的列表。这个实体必须是含有$(media)媒质/$的物品实体(也即掉落在地上的$(l:items/amethyst)$(item)紫水晶/$)。该实体就变成了该魔法物品的内部电池。$(br2)似乎电池中的$(media)媒质/$不会像用$(l:items/staff)$(item)法杖/$施法那样以物品组为单位消耗。其中的$(media)媒质/$实际上会“溶解”入一个连续的能量池。因此,当物品中存有会消耗 1 个$(l:items/amethyst)$(item)紫水晶粉/$中媒质来施放的$(hex)咒术/$时,含有相当于 1 个$(l:items/amethyst)$(item)充能紫水晶/$中媒质的电池能支持施放该咒术 10 次。
hexcasting.page.hexcasting.crafting.desc $(italic)We have a saying in our field: "Magic isn't". It doesn't "just work," it doesn't respond to your thoughts, you can't throw fireballs or create a roast dinner from thin air or turn a bunch of muggers into frogs and snails./$ $(italic)我们常说一句话,“魔法从不……”。它从不“就是行得通”,它不会随你操控。你不能靠所谓魔法扔个火球,烧顿晚饭,或是把一帮劫匪变成青蛙和蜗牛。/$
hexcasting.entry.phials Phials of Media 媒质之瓶
hexcasting.page.phials.1 I find it quite ... irritating, how Nature refuses to give me change for my work. If all I have on hand is $(l:items/amethyst)$(item)Charged Amethyst/$, even the tiniest $(l:patterns/basics#hexcasting:raycast)$(action)Archer's Purification/$ will consume the entire crystal, wasting the remaining _media.$(br2)Fortunately, it seems I've found a way to somewhat allay this problem. 我觉得……自然不愿意给我的研究留些余量的做法,非常令人不快。如果我手头只有$(l:items/amethyst)$(item)充能紫水晶/$,就算是最为基础的$(l:patterns/basics#hexcasting:raycast)$(action)弓箭手之馏化/$也会消耗一整块水晶,没利用的$(media)媒质/$就被浪费了。$(br2)幸运的是,我找到了一种解决问题的方法。
hexcasting.page.phials.2 I've found old scrolls describing a $(item)Glass Bottle/$ infused with _media. When casting _Hexes, my spells would then draw _media out of the phial. The liquid form of the _media would let me take exact change, so to speak; nothing would be wasted. It's quite like the internal battery of a $(l:items/hexcasting)$(item)Trinket/$, or similar; I can even $(l:patterns/spells/hexcasting#hexcasting:recharge)$(action)Recharge/$ them in the same manner. 我找到了记载着一种注入了$(media)媒质/$的$(item)玻璃瓶/$的卷轴。施放$(hex)咒术/$时,法术会从这种试剂瓶中汲取$(media)媒质/$。液态的$(media)媒质/$便于按量使用,不会有媒质被浪费。它就和$(l:items/hexcasting)$(item)缀品/$的内部电池差不多,也一样可以用$(l:patterns/spells/hexcasting#hexcasting:recharge)$(action)重新充能/$补充媒质。
hexcasting.page.phials.3 Unfortunately, the art of actually $(italic)making/$ the things seems to have been lost to time. I've found a $(l:patterns/great_spells/make_battery#hexcasting:craft/battery)$(thing)hint at the pattern used to craft it/$, but the technique is irritatingly elusive, and I can't seem to do it successfully. I suspect I will figure it out with study and practice, though. For now, I will simply deal with the wasted _media...$(br2)But I won't settle for it forever. 而不幸的是,用于$(italic)制作/$这种试剂瓶的技艺已经散佚了。我确实发现了$(l:patterns/great_spells/make_battery#hexcasting:craft/battery)$(thing)对应图案画法的提示/$,但具体绘制方法难以捉摸,怎么都画不对。不过我想只要勤学苦练就能修得真功。现在的话,浪费$(media)媒质/$是没法避免了……$(br2)但我不会一直囿于此处的。
hexcasting.page.phials.desc $(italic)Drink the milk./$ $(italic)玉液琼浆。/$
hexcasting.entry.pigments Pigments 染色剂
hexcasting.page.pigments.1 Although their names were lost to time, the old practitioners of my art seem to have identified themselves by a color, emblematic of them and their spells. It seems a special kind of pigment, offered to Nature in the right way, would "[...] paint one's thoughts in a manner pleasing to Nature, inducing a miraculous change in personal colour." 虽然研究咒法学的古代研究者们的名字已不可考,但他们会用一种颜色来象征自己和自己的法术。倘若直接向自然呈上一种特殊的染色剂,就能“……以自然乐见的方式为某人的思维涂上颜色,并使个人代表色产生奇妙的变化。”
hexcasting.page.pigments.2 I'm not certain on the specifics of how it works, but I believe I have isolated the formulae for many different colors of pigments. To use a pigment, I hold it in one hand while casting $(l:patterns/spells/colorize)$(action)Internalize Pigment/$ with the other, consuming the pigment and marking my mind with its color.$(br2)The pigments seem to affect the color of the sparks of media emitted out of a staff when I cast a _Hex, as well as my $(l:patterns/spells/sentinels)$(thing)sentinel/$. 我不懂它们工作的具体原理,但我相信我已琢磨出制造不同颜色的染色剂的配方了。若要使用染色剂,可手持之并以另一只手施放$(l:patterns/spells/colorize)$(action)内化染色剂/$。这会消耗对应染色剂并将我的意识涂为对应颜色。$(br2)染色剂会影响我用法杖施放$(hex)咒术/$时产生的火花的颜色,也会影响我的$(l:patterns/spells/sentinels)$(thing)哨卫/$的颜色。
hexcasting.page.pigments.colored.crafting.header Chromatic Pigments 色彩染色剂
hexcasting.page.pigments.colored.crafting.desc Pigments in all the colors of the rainbow. 五彩缤纷的染色剂。
hexcasting.page.pigments.uuid.crafting.desc And finally, a pigment with a color wholly unique to me.$(br2)$(italic)And all the colors I am inside have not been invented yet./$ 一种只属于我的染色剂。$(br2)$(italic)也含有许多还没被研究出来的我所特有的颜色。/$
hexcasting.entry.edified Edified Trees 启迪树
hexcasting.page.edified.1 By infusing _media into a sapling via the use of $(l:patterns/spells/blockworks#hexcasting:edify)$(action)Edify Sapling/$, I can create what is called an $(l:items/edified)$(thing)Edified Tree/$. They tend to be tall and pointy, with ridged bark and wood that grows in a strange spiral pattern. Their leaves come in three pretty colors. 用$(l:patterns/spells/blockworks#hexcasting:edify)$(action)启迪树苗/$By就能将部分$(media)媒质/$注入树苗,就能造出$(l:items/edified)$(thing)启迪树/$。它们又高又尖,树皮上有特殊纹理。树叶则有三种不同颜色。
hexcasting.page.edified.2 I would assume the wood would have some properties relevant to _Hexcasting. But, if it does, I cannot seem to find them. For all intents and purposes it appears to be just wood, albeit of a very strange color.$(br2)I suppose for now I will use it for decoration; the full suite of standard wood blocks can be crafted from them.$(br2)Of course, I can strip them with an axe as well. 我觉得这种木材与$(hex)咒法学/$有着紧密的联系。但就算真有,我也完全找不到这联系在哪。它和普通木头如出一辙,不同在于颜色不一样。$(br2)就现在而言,它们是很好的装饰用方块。$(br2)当然,也可用斧来去皮。
hexcasting.page.edified.crafting.desc $(italic)Their smooth trunks, with white bark, gave the effect of enormous columns sustaining the weight of an immense foliage, full of shade and silence./$ $(italic)它们那周身洁白的巨大而光滑的树干,仅凭自己支撑起了茂密的树冠,投下绿荫与静谧。/$
hexcasting.entry.jeweler_hammer Jeweler's Hammer 珠宝匠锤
hexcasting.page.jeweler_hammer.1 After being careless with the sources of my _media one too many times, I have devised a tool to work around my clumsiness.$(br2)Using the delicate nature of crystallized _media as a fixture for a pickaxe, I can create the $(l:items/jeweler_hammer)$(item)Jeweler's Hammer/$. It acts like an $(item)Iron Pickaxe/$, for the most part, but can't break anything that takes up an entire block's space. 在无数次摧毁$(media)媒质/$来源的惨痛经历后,我设计了一把用于防止手滑的工具。$(br2)将脆弱的晶态$(media)媒质/$用作镐的固定结,就得到了$(l:items/jeweler_hammer)$(item)珠宝匠锤/$。它和$(item)铁镐/$在许多方面完全一致,但珠宝匠锤不会破坏任何完整方块。
hexcasting.page.jeweler_hammer.crafting.desc $(italic)Carefully, she cracked the half ruby, letting the spren escape./$ $(italic)她小心翼翼地敲开那半块红宝石,让其中的灵体逸散而出。/$
hexcasting.entry.decoration Decorative Blocks 装饰性方块
hexcasting.page.decoration.1 In the course of my studies I have discovered some building blocks and trifles that I may find aesthetically pleasing. I've compiled the methods of making them here. 我在研究过程中发现了些挺美观的建筑方块的其他装饰品。制作方法整理如下。
hexcasting.page.decoration.ancient_scroll.crafting.desc Brown dye works well enough to simulate the look of an $(l:items/scroll)$(item)ancient scroll/$. 棕色染料在仿制$(l:items/scroll)$(item)远古卷轴/$这方面非常出色。
hexcasting.page.decoration.tiles.crafting.desc $(l:items/decoration)$(item)Amethyst Tiles/$ can also be made in a Stonecutter.$(br2)$(l:items/decoration)$(item)Blocks of Amethyst Dust/$ (next page) will fall like sand. $(l:items/decoration)$(item)紫水晶瓦/$也可在切石机内制作。$(br2)$(l:items/decoration)$(item)紫水晶粉块/$(见后页)受重力影响。
hexcasting.page.decoration.sconce.crafting.desc $(l:items/decoration)$(item)Amethyst Sconces/$ emit light and particles, as well as a pleasing chiming sound. $(l:items/decoration)$(item)紫水晶灯台/$会发出光和粒子,并会产生悦耳的“叮铃”声。
hexcasting.entry.the_work The Work 卓伟之作
hexcasting.page.the_work.1 I have seen so many things. Unspeakable things. Innumerable things. I could write three words and turn my mind inside-out and smear my brains across the shadowed walls of my skull to decay into fluff and nothing. 我所见甚多。不可言之物。不可数之物。仅三词就能将我的意识从里翻到外然后把我的大脑抹在头颅黑暗的内壁然后腐朽为混沌和虚无。
hexcasting.page.the_work.2 I have seen staccato-needle patterns and acid-etched schematics written on the inside of my eyelids. They smolder there-- they dance, they taunt, they $(italic)ache/$. I'm possessed by an intense $(italic)need/$ to draw them, create them. Form them. Liberate them from the gluey shackles of my mortal mind-- present them in their Glory to the world for all to see.$(p)All shall see.$(p)All will see. 我已见断续的图案与酸蚀的设计图刻入我的眼睑。它们阴燃,它们舞蹈,它们嘲弄,它们$(italic)隐隐作痛/$。我突然有种强烈的$(italic)冲动/$,去绘制它们,创造它们,写就它们。将它们从我脆弱意识的黏糊桎梏中释放,让它们在世上再度闪耀荣光。$(p)众将见。$(p)众必将见。
hexcasting.entry.brainsweeping On the Flaying of Minds 关于意识的剥离
hexcasting.page.brainsweeping.1 A secret was revealed to me. I saw it. I cannot forget its horror. The idea skitters across my brain.$(br2)I believed-- oh, foolishly, I $(italic)believed/$ --that _Media is the spare energy left over by thought. But now I $(italic)know/$ what it is: the energy $(italic)of/$ thought. 我解开了一个秘密。我得知了真相。我也无法忘记真相带来的恐惧。这种想法掠过我的脑海。$(br2)我曾相信——我曾愚蠢地$(italic)相信/$——$(media)媒质/$只是思维遗留下的剩余能量。但我现在$(italic)知道/$它究竟是什么了:它是思维$(italic)含有的/$能量。
hexcasting.page.brainsweeping.2 It is produced by thinking sentience and allows sentience to think. It is a knot tying that braids into its own string. The Entity I naively anthromorphized as Nature is simply a grand such tangle, or perhaps the set of all tangles, or ... if I think it hurts I have so many synapses and all of them can think pain at once ALL OF THEM CAN SEE$(br2)I am not holding on. My notes. Quickly. 媒质是在具有思维能力的生物思考时产生的,它的存在也使这些生物能够思考,就像是回环的绳结。我先前天真地拟人化为“自然”的实体实际上就是一个卓伟的媒质回环,又或许是所有回环的结合体,或者是……我思考它就会痛我有很多突触它们都能思考同时痛它们都能看见它们都能看见$(br2)我撑不住了。记笔记。赶快。
hexcasting.page.brainsweeping.3 The villagers of this world have enough consciousness left to be extracted. Place it into a block, warp it, change it. Intricate patterns caused by different patterns of thought, the abstract neural pathways of their jobs and lives mapped into the cold physic of solid atoms.$(br2)This is what $(l:patterns/great_spells/brainsweep)$(action)Flay Mind/$ does, the extraction. Target the villager entity and the destination block. Ten $(l:items/amethyst)$(item)Charged Amethyst/$ for this perversion of will. 这个世界中的村民还留有能被提取的感知力。将这种感知力放在方块中,扭曲它,改变它。由不同的思维模式造就的精密图案,关于他们工作和生活的抽象神经通路,都被投射到无生气的固态物质的原子中。$(br2)这就是$(l:patterns/great_spells/brainsweep)$(action)剥离意识/$的用途,那个提取过程。需将村民实体和目标方块放在栈中。扭曲意识则要消耗 10 个$(l:items/amethyst)$(item)充能紫水晶/$。
hexcasting.page.brainsweeping.budding_amethyst And an application. For this flaying, any sort of villager will do, if it has developed enough. Other recipes require more specific types. NO MORE must I descend into the hellish earth for my _media. 如下是一种实际用途。这个剥离过程接受任何职业的村民,前提是他们足够熟练。其他配方则有更具体的要求。我再也不必为$(media)媒质/$亲身沉入地狱了。
hexcasting.entry.spellcircles Spell Circles 法术环
hexcasting.page.spellcircles.1 I KNOW what the $(l:items/slate)$(item)slates/$ are for. The grand assemblies lost to time. The patterns scribed on them can be actuated in sequence, automatically. Thought and power ricocheting through, one by one by one by one by one by through and through and THROUGH AND -- I must not I must not I should know better than to think that way. 我终于知道$(l:items/slate)$(item)石板/$的用途了。早已遗落的卓伟结构。镌刻其上的图案会按顺序自动运行。思维和能量在其中穿梭,一个接一个接一个接一个接一个穿梭穿梭穿梭——我不能我不能我不能跟着它的思维应该去理解。
hexcasting.page.spellcircles.2 To start the ritual I need an $(l:greatwork/impetus)$(item)Impetus/$ to create a self-sustaining wave of _media. That wave travels along a track of $(l:items/slate)$(item)slates/$ or other blocks suitable for the energies, one by one, collecting any patterns it finds. Once the wave circles back around to the $(l:greatwork/impetus)$(item)Impetus/$, all the patterns encountered are cast in order.$(br2)The direction the _media exits any given block MUST be unambiguous, or the casting will fail at the block with too many neighbors. 我需要$(l:greatwork/impetus)$(item)促动石/$作为一种自我维持的$(media)媒质/$波源来启动仪式。而产生的波就会随着$(l:items/slate)$(item)石板/$或是其他和这种波亲和性好的方块穿梭,一个接一个地收集碰到的图案。当波最终回到$(l:greatwork/impetus)$(item)促动石/$处时,所有碰到的图案就会按顺序运行。$(br2)$(media)媒质/$流出任何方块的方向必须唯一而确定,否则法术环会在分叉处失效。
hexcasting.page.spellcircles.3 As a result, the outline of the spell "circle" may be any closed shape, concave or convex, and it may face any direction. In fact, with the application of certain other blocks it is possible to make a spell circle that spans all three dimensions. I doubt such an oddity has very much use, but I must allocate myself a bit of vapid levity to encourage my crude mind to continue my work. 因此,法术“环”必须是一个封闭的图形,凹多边形和凸多边形均可,方向也随意。实际上,借助某些其他方块,法术环可在所有三个维度上随意排布。这种性质可能没什么大用,但我必须给大脑一点刺激,好让研究继续下去。
hexcasting.page.spellcircles.4 Miracle of miracles, the circle will withdraw _media neither from my inventory nor my mind. Instead, crystallized shards of _media must be provided to the $(l:greatwork/impetus)$(item)Impetus/$ via hopper, or other such artifice.$(br2)The application of a $(l:items/lens)$(item)Scrying Lens/$ will show how much _media is inside an $(l:greatwork/impetus)$(item)Impetus/$, in units of dust. 真是精妙。法术环不会从我的物品栏或我的意识中汲取$(media)媒质/$,而是要通过漏斗(或类似装置)向$(l:greatwork/impetus)$(item)促动石/$提供晶态的$(media)媒质/$。$(br2)$(l:items/lens)$(item)探知透镜/$能以紫水晶粉为单位显示$(l:greatwork/impetus)$(item)促动石/$中的$(media)媒质/$量。
hexcasting.page.spellcircles.5 However, a spell cast from a circle does have one major limitation: it is unable to affect anything outside of the circle's bounds. That is, it cannot interact with anything outside of the cuboid of minimum size which encloses every block composing it (so a concave spell circle can still affect things in the concavity). 然而,用法术环施放的法术有一个限制:它无法影响环外的事物。也即,它无法影响到能将整个法术环包起的最小长方体外的事物(有凹进部分的法术环仍能影响凹进部分内的事物)。
hexcasting.page.spellcircles.6 There is also a limit on the number of blocks the wave can travel through before it disintegrates, but it is large enough I doubt I will have any trouble.$(br2)Conversely, there are some actions that can only be cast from a circle. Fortunately, none of them are spells; they all seem to deal with components of the circle itself. My notes on the subject are $(l:patterns/circle)here/$. 在媒质波减弱前它只能通过有限个方块,但这个值很大,实际不大可能超过这个值。$(br2)相反地,有部分操作只能在法术环上执行,不过它们没有一个是法术。它们似乎都是处理法术环本身性质的操作。相关笔记$(l:patterns/circle)见此/$。
hexcasting.page.spellcircles.7 I also found a sketch of a spell circle used by the ancients buried in my notes. Facing this page is my (admittedly poor) copy of it.$(br2)The patterns there would have been executed counter-clockwise, starting with $(l:patterns/basics#hexcasting:get_caster)$(action)Mind's Reflection/$ and ending with $(l:patterns/great_spells/teleport#hexcasting:teleport)$(action)Greater Teleport/$. 我还在笔记中找到了一份草稿,是一个古代研究者使用的法术环。另一页上就是它的重绘图(挺抽象的)。$(br2)其中的图案会按逆时针运行,以$(l:patterns/basics#hexcasting:get_caster)$(action)意识之精思/$开始并以$(l:patterns/great_spells/teleport#hexcasting:teleport)$(action)卓越传送/$结束。
hexcasting.page.spellcircles.teleport_circle.title Teleportation Circle 传送环
hexcasting.entry.impetus Impetuses 促动石
hexcasting.page.impetus.1 The fluctuation of _media required to actuate a spell circle is complex. Even the mortal with sharpest eyes and steadiest hands could not serve as an $(l:greatwork/impetus)$(item)Impetus/$ and weave _media into the self-sustaining oroboros required.$(br2)The problem is that the mind is too full of other useless $(italics)garbage/$. 启动法术环需要复杂的$(media)媒质/$波动。就算是眼神最好的、手最稳的的凡人也比不上能将$(media)媒质/$编织为自我维持的衔尾蛇的$(l:greatwork/impetus)$(item)促动石/$那般厉害。$(br2)问题就在于意识里有太多无用的$(italic)垃圾/$。
hexcasting.page.impetus.2 At a ... metaphysical level-- I must be careful with these thoughts, I cannot lose myself, I have become too valuable --moving _media moves the mind, and the mind must be moved for the process to work. But, the mind is simply too $(italic)heavy/$ with other thoughts to move nimbly enough.$(br2)It is like an artisan trying to repair a watch while wearing mittens. 从……形而上学层面上讲——我不能再有这种想法了,我不能让自己的思维被搅乱,我的思维非常重要——流动的$(media)媒质/$会推动意识,意识也必须被推动以使这一过程启动。但是,意识中的许多思维让意识变得十分$(italic)笨重/$,没法灵活行动。$(br2)就和让工匠戴着连指手套去修手表一样。
hexcasting.page.impetus.3 There are several solutions to this conundrum: through meditative techniques one can learn to blank the mind, although I am not certain a mind free enough to actuate a circle can concentrate hard enough to do the motions.$(br2)Certain unsavory compounds can create a similar effect, but I know nothing of them and do not plan to learn. I must not rely on the chemicals of my brain. 这个难题有许多种解决方案。可以通过冥想或类似手段放空意识,尽管我不清楚放空到能启动法术环的意识还有没有足够的力量去执行那些操作。$(br2)某些不光彩的化合物也能产生类似效果,但我不了解它们也不想了解它们。我绝不能沉沦于给大脑喂化学品。
hexcasting.page.impetus.4 The solution I aim for, then, is to specialize a mind. Remove it from the tyranny of nerves, clip all outputs but delicate splays of _media-manipulating apparati, cauterize all inputs but the signal to start its work.$(br2)The process of $(l:greatwork/brainsweeping)$(action)mindflaying/$ I am now familiar with will do excellently; the mind of a villager is complex enough to do the work, but not so complex as to resist its reformation. 我选择的解决方案,是特种化一个意识。将其从神经的暴政中释放,剪去除$(media)媒质/$操控装置外的一切功用件,烙封除启动信号外的一切接收端口。$(br2)我现在已较为熟练掌握的$(l:greatwork/brainsweeping)$(action)剥离意识/$过程就能很好地做到这些。村民的意识复杂到足以启动法术环,但也还没复杂到能抵御扭曲。
hexcasting.page.impetus.empty_impetus First, the cradle. Although it does not work as an $(l:greatwork/impetus)$(item)Impetus/$, the flow of _media in a circle will only exit out the side pointed to by the arrows. This allows me to change the plane in which the wave flows, for example. 第一步,基床。虽然和纯粹的$(l:greatwork/impetus)$(item)促动石/$不大一样,但它能让$(media)媒质/$从箭头所指方向流出。这就提供了一种改变媒质波所在平面的方法。
hexcasting.page.impetus.impetus_rightclick Then, to transpose the mind. Villagers of different professions will lend different actuation conditions to the resulting $(l:greatwork/impetus)$(item)Impetus/$. A $(l:greatwork/impetus)$(item)Toolsmith Impetus/$ activates on a simple $(k:use). 第二步,转移意识。村民的职业不同意味着$(l:greatwork/impetus)$(item)促动石/$的激活条件不同。$(l:greatwork/impetus)$(item)工具匠促动石/$会在对其按下$(k:use)时启动。
hexcasting.page.impetus.impetus_storedplayer.1 A $(l:greatwork/impetus)$(item)Cleric Impetus/$ must be bound to a player by using an item with a reference to that player, like a $(l:items/focus)$(item)Focus/$, on the block. Then, it activates when receiving a redstone signal. $(l:greatwork/impetus)$(item)牧师促动石/$必须绑定至某一玩家,对其使用存有代表玩家的 iota 的物品(例如$(l:items/focus)$(item)核心/$)即可。这之后,它会在收到红石信号时启动。
hexcasting.page.impetus.impetus_storedplayer.2 Peculiarly to this $(l:greatwork/impetus)$(item)Impetus/$, the bound player, as well as a small region around them, are always accessible to the spell circle. It's as if they were standing within the bounds of the circle, no matter how far away they might stand.$(br2)The bound player is shown when looking at a $(l:greatwork/impetus)$(item)Cleric Impetus/$ through a $(l:items/lens)$(item)Scrying Lens/$. 这种$(l:greatwork/impetus)$(item)促动石/$也使得被绑定的玩家和他们周围一小块区域会一直受法术环影响。不管该玩家离法术环多远都会和站在法术环里一样。$(br2)用$(l:items/lens)$(item)探知透镜/$观察$(l:greatwork/impetus)$(item)牧师促动石/$就会显示被绑定的玩家。
hexcasting.page.impetus.impetus_look A $(l:greatwork/impetus)$(item)Fletcher Impetus/$ activates when looked at for a short time. $(l:greatwork/impetus)$(item)制箭师促动石/$会在被注视一段时间后启动。
hexcasting.entry.directrix Directrices 导向石
hexcasting.page.directrix.1 Simpler than the task of creating a self-sustaining wave of _media is the task of directing it. Ordinarily the wave disintegrates when coming upon a crossroads, but with a mind to guide it, an exit direction can be controlled.$(br2)This manipulation is not nearly so fine as the delicacy of actuating a spell circle. In fact, it might be possible to do it by hand... but the packaged minds I have access to now would be so very convenient. 引导$(media)媒质/$比产生一个自我维持的媒质波简单许多。一般来说媒质波会在分叉处消散,但如果有一个用来指引的意识,媒质的流向就能被操控了。$(br2)这种操控所需的精度完全不比启动法术环的精度,我自己上都行……但封进一个意识实在太方便了。
hexcasting.page.directrix.2 A $(l:greatwork/directrix)$(item)Directrix/$ accepts a wave of _media and determines to which of the arrows it will exit from, depending on the villager mind inside.$(br2)I am not certain if this idea was bestowed upon me, or if my mind is bent around the barrier enough to splint off its own ideas now... but if the idea came from my own mind, if I thought it, can it be said it was bestowed? The brain is a vessel for the mind and the mind is a vessel for ideas and the ideas vessel thought and thought sees all and knows all-- I MUST N O T $(l:greatwork/directrix)$(item)导向石/$会接受一个$(media)媒质/$波并决定它的流向,具体如何操控主要看其中的村民意识。$(br2)我不清楚是这个想法先找到我的,还是我的意识先产生这种想法的……如果这种想法是我的意识产生的,是我自己想出来的,那还能说是想法找到我吗?大脑是意识的容器意识是想法的容器想法思维容器思维全知思维全知——停,下。
hexcasting.page.directrix.empty_directrix Firstly, a design for the cradle ... although, perhaps "substrate" would be more accurate a word. Without a mind guiding it, the output direction is determined by microscopic fluctuations in the _media wave and surroundings, making it effectively random. 第一步,基床……用“基底”这个名字会准确些。倘若没有意识引导,媒质的流向是由$(media)媒质/$波的微观涨落和环境决定的,换句话说,随机的。
hexcasting.page.directrix.directrix_redstone A $(l:greatwork/directrix)$(item)Mason Directrix/$ switches output side based on a redstone signal. Without a signal, the exit is the _media-color side; with a signal, the exit is the redstone-color side. $(l:greatwork/directrix)$(item)石匠导向石/$会根据红石信号改变输出方向。没有信号的话,出口是$(media)媒质/$色的一端;有信号的话,出口是红石色的一端。
hexcasting.entry.akashiclib Akashic Libraries 阿卡夏图书馆
hexcasting.page.akashiclib.1 I KNOW SO MUCH it is ONLY RIGHT to have a place to store it all. Information can be stored in books but it is oh so so so so $(italic)slow/$ to write by hand and read by eye. I demand BETTER. And so I shall MAKE better.$(br2)... I am getting worse ... do not know if I have time to write everything bursting through my head before expiring. 我所知甚多,将所知存于某处是唯一正途。信息能用书本存储但徒手书写以眼阅读非常非常非常非常$(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。
hexcasting.page.akashiclib.2 The library. Here. My plans.$(br2)Like how patterns are associated with actions, I can associate my own patterns with iotas in any way I choose. An $(l:greatwork/akashiclib)$(item)Akashic Record/$ controls the library, and each $(l:greatwork/akashiclib)$(item)Akashic Bookshelf/$ stores one pattern mapped to one iota. These must all be directly connected together, touching. An $(l:greatwork/akashiclib)$(item)Akashic Ligature/$ doesn't do anything but count as a connecting block, to extend the size of my library. 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。
hexcasting.page.akashiclib.akashic_record Allocating and assigning patterns is simple but oh so boring. I have better things to do. I will need a mind well-used to its work for the extraction to stay sound. 存储和分配图案非常简单但太过磨人,我还有要紧事要做。剥离一个精于此道的意识能省很多麻烦。
hexcasting.page.akashiclib.3 Then to operate the library is simple, the patterns are routed through the librarian and it looks them up and returns the iota to you. Two actions do the work. $(l:patterns/akashic_patterns)Notes here/$.$(br2)Using an empty $(l:items/scroll)$(item)scroll/$ on a bookshelf copies the pattern there onto the $(l:items/scroll)$(item)scroll/$. Sneaking and using an empty hand clears the datum in the shelf. 图书馆的使用方法很简单,交给图书管理员一个图案,然后他把对应的 iota 交给你。共有两个相关图案,$(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。
hexcasting.entry.readers_guide How to Read this Section 如何阅读这一章节
hexcasting.page.readers_guide.1 I've divided all the valid patterns I've found into sections based on what they do, more or less. I've written down the stroke order of the patterns as well, if I managed to find it in my studies, with the start of the pattern marked with a red dot.$(br2)If an action is cast by multiple patterns, as is the case with some, I'll write them all side-by-side. 我将我找到的所有图案根据作用分为了几类。我也记下了它们的笔画顺序,前提是我在研究中发现了确切顺序。绘制起点标记为一个稍大的红点。$(br2)如果某个操作需要绘制多个图案才能执行,我会将那些图案排在一起。
hexcasting.page.readers_guide.2 For a few patterns, however, I was $(italic)not/$ able to find the stroke order, just the shape. I suspect the order to draw them in are out there, locked away in the ancient libraries and dungeons of the world.$(br2)In such cases I just draw the pattern without any information on the order to draw it in. 我$(italic)没法确定/$某些图案的笔顺,不过它们的形状是确定的。我猜测它们的画法就藏在某些古代的图书馆和地牢里。$(br2)我只会记录这类图案的外形,笔顺不记。
hexcasting.page.readers_guide.3 I also write the types of iota that the action will consume or modify, a "→", and the types of iota the action will create.$(p)For example, "$(n)vector, number/$ → $(n)vector/$" means the action will remove a vector and a number from the top of the stack, and then add a vector; or, put another way, will remove a number from the stack, and then modify the vector at the top of the stack. (The number needs to be on the top of the stack, with the vector right below it.) 我也会记下操作接受或修改的 iota 的类型,后接一个“→”,再后接这些操作产生的 iota 的类型。$(p)例如,“$(n)vector, number/$ → $(n)vector/$” 意味着该操作会从栈顶移除一个向量和一个数,然后压入一个向量;或者说,移除一个数,然后修改栈顶的向量。(数需在栈顶,向量则需直接处于数下方。)
hexcasting.page.readers_guide.4 "→ $(n)entity/$" means it'll just push an entity. "$(n)entity, vector/$ →" means it removes an entity and a vector, and doesn't push anything.$(br2)Finally, if I find the little dot marking the stroke order too slow or confusing, I can press $(thing)Control/Command/$ to display a gradient, where the start of the pattern is darkest and the end is lightest. This works on scrolls and when casting, too! “→ $(n)entity/$”意味着该操作只会压入一个实体。“$(n)entity, vector/$ →”意味着该操作会弹出一个实体和一个向量,而不压入任何 iota。$(br2)再提一句,如果觉得标记笔顺的小点太慢或太难看清楚,可以按下 $(thing)Control 或 Command/$ 将图案以渐变显示,起始点最深,结束点最浅。卷轴和咒术网格也能这样!
hexcasting.entry.basics_pattern Basic Patterns 基础图案
hexcasting.page.basics_pattern.get_caster Adds me, the caster, to the stack. 返回我,也就是施法者。
hexcasting.page.basics_pattern.get_entity_pos Transforms an entity on the stack into its position. 将栈顶的实体变为其位置。
hexcasting.page.basics_pattern.get_entity_look Transforms an entity on the stack into the direction it's looking in, as a unit vector. 将栈顶的实体变为其视线方向上的单位向量。
hexcasting.page.basics_pattern.get_entity_height Transforms an entity on the stack into its height. 将栈顶的实体变为其高度。
hexcasting.page.basics_pattern.get_entity_velocity Transforms an entity on the stack into the direction in which it's moving, with the speed of that movement as that direction's magnitude. 将栈顶的实体变为其移动方向上的向量,其模长为实体的移动速度。
hexcasting.page.basics_pattern.print Displays the top iota of the stack to me. 向我展示栈顶的 iota。
hexcasting.page.basics_pattern.raycast.1 Combines two vectors (a position and a direction) into the answer to the question: If I stood at the position and looked in the direction, what block would I be looking at? Costs a negligible amount of _media. 将两个向量组合(分别表示位置和方向)并返回如下问题的答案:若我站在该位置并看向该方向,我会看到什么方块?消耗极少量$(media)媒质/$。
hexcasting.page.basics_pattern.raycast.2 For example, casting this with my own position and look vectors will return the coordinates of the block I am looking at.$(br2)If it doesn't hit anything, the vectors will combine into $(l:casting/influences)$(thing)Null/$. 例如,用我自己的位置和视线向量运行该图案,会返回我所看方块的坐标。$(br2)如果视线并未碰到任何方块,运行结果则是 $(l:casting/influences)$(thing)Null/$。
hexcasting.page.basics_pattern.raycast/axis.1 Like $(l:patterns/basics#hexcasting:raycast)$(action)Archer's Distillation/$, but instead returns a vector representing the answer to the question: Which $(italic)side/$ of the block am I looking at? Costs a negligible amount of _media. 与$(l:patterns/basics#hexcasting:raycast)$(action)弓箭手之馏化/$类似,但会返回如下问题的答案:我看着的是方块的$(italic)哪一面/$?消耗极少量$(media)媒质/$。
hexcasting.page.basics_pattern.raycast/axis.2 More specifically, it returns the $(italic)normal vector/$ of the face hit, or a unit vector pointing perpendicular to the face.$(li)If I am looking at a floor, it will return (0, 1, 0).$(li)If I am looking at the south face of a block, it will return (0, 0, 1). 更确切地说,它会返回所看面的$(italic)法向量/$,也即垂直于该面的单位向量。$(li)如果我看着地面,它会返回(0, 1, 0)。$(li)如果我看着某方块面向南方的侧面,它会返回 (0, 0, 1)。
hexcasting.page.basics_pattern.raycast/entity Like $(l:patterns/basics#hexcasting:raycast)$(action)Archer's Distillation/$, but instead returns the $(italic)entity/$ I am looking at. Costs a negligible amount of _media. 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/$。消耗极少量$(media)媒质/$。
hexcasting.entry.numbers Number Literals 数字常量
hexcasting.page.numbers.1.header Numerical Reflection 数字之精思
hexcasting.page.numbers.1 Irritatingly, there is no easy way to draw numbers. Here is the method Nature deigned to give us. 烦人的是,没有绘制数字的简单方法。自然屈尊为我们创造的方法如下。
hexcasting.page.numbers.2 First, I draw one of the two shapes shown on the other page. Next, the $(italic)angles/$ following will modify a running count starting at 0.$(li)Forward: Add 1$(li)Left: Add 5$(li)Right: Add 10$(li)Sharp Left: Multiply by 2$(li)Sharp Right: Divide by 2.$(br)The clockwise version of the pattern, on the right of the other page, will negate the value at the very end. (The left-hand counter-clockwise version keeps the number positive).$(p)Once I finish drawing, the number's pushed to the top of the stack. 首先,绘制左页两图案中的一种,默认数值为 0。然后,每一画的$(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。
hexcasting.page.numbers.example.10.header Example 1 例图一
hexcasting.page.numbers.example.10 This pattern pushes 10. 该图案会返回 10。
hexcasting.page.numbers.example.7.header Example 2 例图二
hexcasting.page.numbers.example.7 This pattern pushes 7: 5 + 1 + 1. 该图案会返回 7:5 + 1 + 1。
hexcasting.page.numbers.example.-32.header Example 3 例图三
hexcasting.page.numbers.example.-32 This pattern pushes -32: negate 1 + 5 + 10 * 2. 该图案会返回 -32:1 + 5 + 10 * 2 的相反数。
hexcasting.page.numbers.example.4.5.header Example 4 例图四
hexcasting.page.numbers.example.4.5 This pattern pushes 4.5: 5 / 2 + 1 + 1. 该图案会返回 4.5:5 / 2 + 1 + 1。
hexcasting.page.numbers.3 In certain cases it might be easier to just use an $(l:items/abacus)$(item)Abacus/$. But, it's worth knowing the "proper" way to do things. 某些情况下用$(l:items/abacus)$(item)算盘/$会更方便。但数字的“正确”画法也要了然于心。
hexcasting.entry.math Mathematics 数学
hexcasting.page.math.numvec Many mathematical operations function on both numbers and vectors. Such arguments are written as "num/vec". 许多数学操作对数和向量都有效。这类参数记为“num/vec”。
hexcasting.page.math.add.1 Perform addition. 执行加法。
hexcasting.page.math.add.2 As such:$(li)With two numbers at the top of the stack, combines them into their sum.$(li)With a number and a vector, removes the number from the stack and adds it to each element of the vector.$(li)With two vectors, combines them by summing corresponding components into a new vector (i.e. [1, 2, 3] + [0, 4, -1] = [1, 6, 2]). 操作如下:$(li)若栈顶为两个数,返回其和。$(li)若为一个数和一个向量,移除该数并将向量的每个分量与其相加。$(li)若为两个向量,将对应分量相加(也即 [1, 2, 3] + [0, 4, -1] = [1, 6, 2])。
hexcasting.page.math.sub.1 Perform subtraction. 执行减法。
hexcasting.page.math.sub.2 As such:$(li)With two numbers at the top of the stack, combines them into their difference.$(li)With a number and a vector, removes the number from the stack and subtracts it from each element of the vector.$(li)With two vectors, combines them by subtracting each component.$(br2)In all cases, the top of the stack or its components are subtracted $(italic)from/$ the second-from-the-top. 操作如下:$(li)若栈顶为两个数,返回其差。$(li)若为一个数和一个向量,移除该数并从向量的每个分量与其相减。$(li)若为两个向量,将对应分量相减。$(br2)栈顶元素为减数/减向量,栈顶往下第二元素为被减数/被减向量。
hexcasting.page.math.mul_dot.1 Perform multiplication or the dot product. 执行乘法或点积。
hexcasting.page.math.mul_dot.2 As such:$(li)With two numbers, combines them into their product.$(li)With a number and a vector, removes the number from the stack and multiplies each component of the vector by that number.$(li)With two vectors, combines them into their $(l:https://www.mathsisfun.com/algebra/vectors-dot-product.html)dot product/$. 操作如下:$(li)若栈顶为两个数,返回其积。$(li)若为一个数和一个向量,移除该数并将向量的每个分量与其相乘。$(li)若为两个向量,计算其$(l:https://www.mathsisfun.com/algebra/vectors-dot-product.html)点积/$。
hexcasting.page.math.div_cross.1 Perform division or the cross product. 执行除法或叉积。
hexcasting.page.math.div_cross.2 As such:$(li)With two numbers, combines them into their quotient.$(li)With a number and a vector, removes the number and divides it by each element of the vector.$(li)With two vectors, combines them into their $(l:https://www.mathsisfun.com/algebra/vectors-cross-product.html)cross product/$.$(br2)In the first and second cases, the top of the stack or its components comprise the dividend, and the second-from-the-top or its components are the divisor.$(p)WARNING: Never divide by zero! 操作如下:$(li)若栈顶为两个数,返回其商。$(li)若为一个数和一个向量,移除该数并将向量的每个分量与其相除。$(li)若为两个向量,计算其$(l:https://www.mathsisfun.com/algebra/vectors-cross-product.html)叉积/$。$(br2)第一第二种情况下,栈顶元素或其分量为除数,栈顶往下第二元素或其分量为被除数。$(p)警告:绝对不可除以零!
hexcasting.page.math.abs_len.1 Compute the absolute value or length. 计算绝对值或模长。
hexcasting.page.math.abs_len.2 Replaces a number with its absolute value, or a vector with its length. 将一个数变为其绝对值,将一个向量变为其模长。
hexcasting.page.math.pow_proj.1 Perform exponentiation or vector projection. 执行乘方或向量射影。
hexcasting.page.math.pow_proj.2 With two numbers, combines them by raising the first to the power of the second.$(li)With a number and a vector, removes the number and raises each component of the vector to the number's power.$(li)With two vectors, combines them into the $(l:https://en.wikipedia.org/wiki/Vector_projection)vector projection/$ of the top of the stack onto the second-from-the-top.$(br2)In the first and second cases, the first argument or its components are the base, and the second argument or its components are the exponent. 若栈顶为两个数,返回两数的乘方。$(li)若为一个数和一个向量,移除该数并计算向量的每个分量与该数的乘方。$(li)若为两个向量,计算栈顶向量对栈顶往下第二向量的$(l:https://en.wikipedia.org/wiki/Vector_projection)向量射影/$。$(br2)第一第二种情况下,栈顶元素或其分量为指数, 栈顶往下第二元素或其分量为底数。
hexcasting.page.math.floor "Floors" a number, cutting off the fractional component and leaving an integer value. 对一个数取底,也即去掉小数部分取整。
hexcasting.page.math.ceil "Ceilings" a number, raising it to the next integer value if it has a fractional component. 对一个数取顶,也即将小数部分不为零的数换为大于其的最小整数。
hexcasting.page.math.construct_vec Combine three numbers at the top of the stack into a vector's X, Y, and Z components (top to bottom). 将三个数作为向量的 X,Y,Z 分量组合(最下方为 X 分量)。
hexcasting.page.math.deconstruct_vec Split a vector into its X, Y, and Z components (top to bottom). 将一个向量拆分为其 X,Y,Z 分量(最下方为 X 分量)。
hexcasting.page.math.modulo Takes the modulus of two numbers. This is the amount $(italics)remaining/$ after division - for example, 5 % 2 is 1, and 5 % 3 is 2. 取两数除法的余数。也即执行除法后$(italic)剩余/$的数。例如,5 %% 2 得 1,5 %% 3 得 2。
hexcasting.page.math.coerce_axial Coerces a vector to its nearest axial direction, a unit vector. The zero vector is unaffected. 将一个向量变为与其夹角最小的轴向单位向量。零向量不受影响。
hexcasting.page.math.random Creates a random number between 0 and 1. 返回一个 0 与 1 之间的随机数。
hexcasting.entry.advanced_math Advanced Mathematics 高阶数学
hexcasting.page.advanced_math.sin Takes the sine of an angle in radians, yielding the vertical component of that angle drawn on a unit circle. Related to the values of $(l:patterns/consts#hexcasting:const/double/pi)$(thing)π/$ and $(l:patterns/consts#hexcasting:const/double/tau)$(thing)τ/$. 计算所给角(弧度制)的正弦,也即该角在单位圆上的纵坐标。与 $(l:patterns/consts#hexcasting:const/double/pi)$(thing)π/$ 和 $(l:patterns/consts#hexcasting:const/double/tau)$(thing)τ/$ 的值有关。
hexcasting.page.advanced_math.cos Takes the cosine of an angle in radians, yielding the horizontal component of that angle drawn on a unit circle. Related to the values of $(l:patterns/consts#hexcasting:const/double/pi)$(thing)π/$ and $(l:patterns/consts#hexcasting:const/double/tau)$(thing)τ/$. 计算所给角(弧度制)的余弦,也即该角在单位圆上的横坐标。与 $(l:patterns/consts#hexcasting:const/double/pi)$(thing)π/$和 $(l:patterns/consts#hexcasting:const/double/tau)$(thing)τ/$ 的值有关。
hexcasting.page.advanced_math.tan Takes the tangent of an angle in radians, yielding the slope of that angle drawn on a circle. Related to the values of $(l:patterns/consts#hexcasting:const/double/pi)$(thing)π/$ and $(l:patterns/consts#hexcasting:const/double/tau)$(thing)τ/$. 计算所给角(弧度制)的正切,也即该角在单位圆上的斜率。与 $(l:patterns/consts#hexcasting:const/double/pi)$(thing)π/$ 和 $(l:patterns/consts#hexcasting:const/double/tau)$(thing)τ/$ 的值有关。
hexcasting.page.advanced_math.arcsin Takes the inverse sine of a value with absolute value 1 or less, yielding the angle whose sine is that value. Related to the values of $(l:patterns/consts#hexcasting:const/double/pi)$(thing)π/$ and $(l:patterns/consts#hexcasting:const/double/tau)$(thing)τ/$. 计算所给数(绝对值小于 1)的反正弦,也即正弦为该值的角。与 $(l:patterns/consts#hexcasting:const/double/pi)$(thing)π/$ 和 $(l:patterns/consts#hexcasting:const/double/tau)$(thing)τ/$ 的值有关。
hexcasting.page.advanced_math.arccos Takes the inverse cosine of a value with absolute value 1 or less, yielding the angle whose cosine is that value. Related to the values of $(l:patterns/consts#hexcasting:const/double/pi)$(thing)π/$ and $(l:patterns/consts#hexcasting:const/double/tau)$(thing)τ/$. 计算所给数(绝对值小于 1)的反余弦,也即余弦为该值的角。与 $(l:patterns/consts#hexcasting:const/double/pi)$(thing)π/$ 和 $(l:patterns/consts#hexcasting:const/double/tau)$(thing)τ/$ 的值有关。
hexcasting.page.advanced_math.arctan Takes the inverse tangent of a value, yielding the angle whose tangent is that value. Related to the values of $(l:patterns/consts#hexcasting:const/double/pi)$(thing)π/$ and $(l:patterns/consts#hexcasting:const/double/tau)$(thing)τ/$. 计算所给数的反正切,也即正切为该值的角。与 $(l:patterns/consts#hexcasting:const/double/pi)$(thing)π/$ 和 $(l:patterns/consts#hexcasting:const/double/tau)$(thing)τ/$ 的值有关。
hexcasting.page.advanced_math.logarithm Removes the number at the top of the stack, then takes the logarithm of the number at the top using the other number as its base. Related to the value of $(l:patterns/consts#hexcasting:const/double/e)$(thing)$(italic)e/$. 计算以栈顶元素为底的,栈顶往下第二元素为真数的对数。与 $(l:patterns/consts#hexcasting:const/double/e)$(thing)$(italic)e/$ 的值有关。
hexcasting.entry.sets Sets 集合
hexcasting.page.sets.numlist Set operations are odd, in that some of them can accept two numbers or two lists, but not a combination thereof. Such arguments will be written as "num, num/list, list".$(br2)When numbers are used in those operations, they are being used as so-called binary "bitsets", lists of 1 and 0, true and false, "on" and "off". 集合操作比较奇怪,部分操作只能接受两个数或两个列表,但一个数一个列表就不行。这类参数记为“num, num/list, list”。$(br2)当接受的是数时,它们将被视为所谓二进制的“位组”,也就是由 1 和 0、真和假、“开”和“关”组成的列表。
hexcasting.page.sets.or.1 Unifies two sets. 取两集合的并集。
hexcasting.page.sets.or.2 As such:$(li)With two numbers at the top of the stack, combines them into a bitset containing every "on" bit in either bitset.$(li)With two lists, this creates a list of every element from the first list, plus every element from the second list that is not in the first list. This is similar to $(l:patterns/lists#hexcasting:concat)$(action)Combination Distillation/$. 操作如下:$(li)若栈顶为两个数,将其组合为在两个位组中有一个为 1 处为 1 的位组。$(li)若栈顶为两个列表,则创建一个由第一个列表中所有元素和第二个列表独有的元素组成的列表。和$(l:patterns/lists#hexcasting:concat)$(action)组合之馏化/$类似。
hexcasting.page.sets.and.1 Takes the intersection of two sets. 取两集合的交集。
hexcasting.page.sets.and.2 As such:$(li)With two numbers at the top of the stack, combines them into a bitset containing every "on" bit present in $(italics)both/$ bitsets.$(li)With two lists, this creates a list of every element from the first list that is also in the second list. 操作如下:$(li)若栈顶为两个数,将其组合为仅在两个位组中$(italic)均/$为 1 处为 1 的位组。$(li)若栈顶为两个列表,则创建一个由第一个和第二个列表共有的元素组成的列表。
hexcasting.page.sets.xor.1 Takes the exclusive disjunction of two sets. 取两集合中每个集合独有的元素集合。
hexcasting.page.sets.xor.2 As such:$(li)With two numbers at the top of the stack, combines them into a bitset containing every "on" bit present in $(italics)exactly one/$ of the bitsets.$(li)With two lists, this creates a list of every element in both lists that is $(italics)not/$ in the other list. 操作如下:$(li)若栈顶为两个数,将其组合为仅在两个位组中$(italic)仅一个/$为 1 处为 1 的位组。$(li)若栈顶为两个列表,则创建一个在两个列表中$(italic)仅出现一次/$的元素组成的列表。
hexcasting.page.sets.not Takes the inversion of a bitset, changing all "on" bits to "off" and vice versa. In my experience, this will take the form of that number negated and decreased by one. For example, 0 will become -1, and -100 will become 99. 对位组执行位非操作,将所有为 1 的比特换为 0,反之亦然。就我经验而言,这会使一个数变为其相反数,然后减 1。例如,0 会变成 -1,而 -100 会变成 99。
hexcasting.page.sets.to_set Removes duplicate entries from a list. 去除列表内重复的元素。
hexcasting.entry.consts Constants 常数
hexcasting.page.consts.const/vec/x The left-hand counter-clockwise pattern adds [1, 0, 0] to the stack; the right-hand clockwise pattern adds [-1, 0, 0]. 左图(逆时针绘制)返回 [1, 0, 0];右图(顺时针绘制)返回 [-1, 0, 0]。
hexcasting.page.consts.const/vec/y The left-hand counter-clockwise pattern adds [0, 1, 0] to the stack; the right-hand clockwise pattern adds [0, -1, 0]. 左图(逆时针绘制)返回 [0, 1, 0];右图(顺时针绘制)返回 [0, -1, 0]。
hexcasting.page.consts.const/vec/z The left-hand counter-clockwise pattern adds [0, 0, 1]; the right-hand clockwise pattern adds [0, 0, -1]. 左图(逆时针绘制)返回 [0, 0, 1];右图(顺时针绘制)返回 [0, 0, -1]。
hexcasting.page.consts.const/vec/0 Adds [0, 0, 0] to the stack. 返回 [0, 0, 0]。
hexcasting.page.consts.const/double/tau Adds τ, the radial representation of a complete circle, to the stack. 返回 τ,也即圆的弧度。
hexcasting.page.consts.const/double/pi Adds π, the radial representation of half a circle, to the stack. 返回 π,也即半圆的弧度。
hexcasting.page.consts.const/double/e Adds $(italic)e/$, the base of natural logarithms, to the stack. 返回 $(italic)e/$,也即自然对数的底。
hexcasting.page.consts.const/null Adds the $(l:casting/influences)$(thing)Null/$ influence to the top of the stack. 返回 $(l:casting/influences)$(thing)Null/$ 这一虚指。
hexcasting.entry.stackmanip Stack Manipulation 栈操作
hexcasting.page.stackmanip.stack These patterns concern the $(l:casting/stack)$(thing)Stack/$ itself. Many of them pop different numbers of arguments and push different numbers of outputs depending on the inputs you give them. Such occurrences are written as "many". 这些图案会直接对$(l:casting/stack)$(thing)栈/$进行操控。这其中的许多图案都会根据提供的参数弹出或压入不同数目的元素。这类参数记为“many”。
hexcasting.page.stackmanip.swap Swaps the top two iotas of the stack. 交换栈顶两个 iota 的位置。
hexcasting.page.stackmanip.fisherman Grabs the element in the stack indexed by the number and brings it to the top. 提出下标为所给数的元素并将其置于栈顶。
hexcasting.page.stackmanip.stack_len Pushes the size of the stack as a number to the top of the stack. (For example, a stack of [0, 1] will become [0, 1, 2].) 以数的形式压入栈中元素的个数。(例如,一个形如 [0, 1] 的栈会变为 [0, 1, 2]。)
hexcasting.page.stackmanip.last_n_list Remove $(italic)num/$ elements from the stack, then add them to a list at the top of the stack. 移除$(italic)所给数/$个元素,然后压入一个由其组成的列表。
hexcasting.page.stackmanip.splat Remove the list at the top of the stack, then push its contents to the stack. 移除栈顶的列表,然后依次压入其元素。
hexcasting.page.stackmanip.duplicate Duplicates the top iota of the stack. 复制栈顶的 iota。
hexcasting.page.stackmanip.duplicate_n Removes the number at the top of the stack, then copies the top iota of the stack that number of times. (A count of 2 results in two of the iota on the stack, not three.) 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。)
hexcasting.page.stackmanip.mask.header Bookkeeper's Gambits 书吏之策略
hexcasting.page.stackmanip.mask.1 An infinite family of actions that keep or remove elements at the top of the stack based on the sequence of dips and lines. 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。
hexcasting.page.stackmanip.mask.2 Assuming that I draw a Bookkeeper's Gambit pattern left-to-right, the number of iotas the action will require is determined by the horizontal distance covered by the pattern. From deepest in the stack to shallowest, a flat line will keep the iota, whereas a triangle dipping down will remove it.$(br2)If my stack contains $(italic)0, 1, 2/$ from deepest to shallowest, drawing the first pattern opposite will give me $(italic)1/$, the second will give me $(italic)0/$, and the third will give me $(italic)0, 2/$ (the 0 at the bottom is left untouched). 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)。
hexcasting.page.stackmanip.swizzle.1 Rearranges the top elements of the stack based on the given numerical code, which is the index of the permutation wanted. Costs an amount of media that starts negligible and scales up as the numerical code does. 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。
hexcasting.page.stackmanip.swizzle.2 Although I can't pretend to know the mathematics behind calculating this permutation code, I have managed to dig up an extensive chart of them, enumerating all permutations of up to six elements.$(br2)If I wish to do further study, the key word is "Lehmer Code." 我确实不知道数字代码和重排操作的完整对应关系,但我整理了一份对应表格,整理了最多六个元素的重排的编码。$(br2)如果要延伸阅读,可以搜索“Lehmer Code”。
hexcasting.page.stackmanip.swizzle.link Table of Codes 编码列表
hexcasting.entry.logic Logical Operators 逻辑运算
hexcasting.page.logic.greater If the first argument is greater than the second, return 1. Otherwise, return 0. 如果第一个参数大于第二个,返回 1. 否则返回 0。
hexcasting.page.logic.less If the first argument is less than the second, return 1. Otherwise, return 0. 如果第一个参数小于第二个,返回 1。否则返回 0。
hexcasting.page.logic.greater_eq If the first argument is greater than or equal to the second, return 1. Otherwise, return 0. 如果第一个参数大于或等于第二个,返回 1。否则返回 0。
hexcasting.page.logic.less_eq If the first argument is less than or equal to the second, return 1. Otherwise, return 0. 如果第一个参数小于或等于第二个,返回 1。否则返回 0。
hexcasting.page.logic.equals If the first argument equals the second (within a small tolerance), return 1. Otherwise, return 0. 如果第一个参数等于第二个(允许较小误差),返回 1。否则返回 0。
hexcasting.page.logic.not_equals If the first argument does not equal the second (outside a small tolerance), return 1. Otherwise, return 0. 如果第一个参数不等于第二个(允许较小误差),返回 1。否则返回 0。
hexcasting.page.logic.not If the argument is 0 or $(l:casting/influences)$(thing)Null/$, return 1. Otherwise, return 0. 如果参数是 0 或 $(l:casting/influences)$(thing)Null/$,返回 1。否则返回 0。
hexcasting.page.logic.identity If the argument is 0, return $(l:casting/influences)$(thing)Null/$. If it's $(l:casting/influences)$(thing)Null/$, return 0. Otherwise, return the argument 如果参数是 0,返回 $(l:casting/influences)$(thing)Null/$。如果参数是 $(l:casting/influences)$(thing)Null/$,返回 0。否则返回其本身。
hexcasting.page.logic.or If the first argument is not $(l:casting/influences)$(thing)Null/$, return it. Otherwise, return the second argument. 如果第一个参数不是 $(l:casting/influences)$(thing)Null/$,返回第一个参数。否则返回第二个参数。
hexcasting.page.logic.and If the first argument is $(l:casting/influences)$(thing)Null/$, return $(l:casting/influences)$(thing)Null/$. Otherwise, return the second argument. 如果第一个参数是 $(l:casting/influences)$(thing)Null/$,返回 $(l:casting/influences)$(thing)Null/$。否则返回第二个参数。
hexcasting.page.logic.xor If either argument (but not both) is $(l:casting/influences)$(thing)Null/$, return the non-$(l:casting/influences)$(thing)Null/$ argument. Otherwise, return $(l:casting/influences)$(thing)Null/$. 如果两参数中仅一个是 $(l:casting/influences)$(thing)Null/$,返回不是 $(l:casting/influences)$(thing)Null/$ 的参数。否则返回 $(l:casting/influences)$(thing)Null/$。
hexcasting.entry.entities Entities 实体
hexcasting.page.entities.get_entity Transform the position on the stack into the entity at that location (or $(l:casting/influences)$(thing)Null/$ if there isn't one). 将栈顶位置向量变为该处实体(若无则返回 $(l:casting/influences)$(thing)Null/$)。
hexcasting.page.entities.get_entity/animal Transform the position on the stack into the animal at that location (or $(l:casting/influences)$(thing)Null/$ if there isn't one). 将栈顶位置向量变为该处动物(若无则返回 $(l:casting/influences)$(thing)Null/$)。
hexcasting.page.entities.get_entity/monster Transform the position on the stack into the monster at that location (or $(l:casting/influences)$(thing)Null/$ if there isn't one). 将栈顶位置向量变为该处怪物(若无则返回 $(l:casting/influences)$(thing)Null/$)。
hexcasting.page.entities.get_entity/item Transform the position on the stack into the dropped item at that location (or $(l:casting/influences)$(thing)Null/$ if there isn't one). 将栈顶位置向量变为该处物品实体(若无则返回 $(l:casting/influences)$(thing)Null/$)。
hexcasting.page.entities.get_entity/player Transform the position on the stack into the player at that location (or $(l:casting/influences)$(thing)Null/$ if there isn't one). 将栈顶位置向量变为该处玩家(若无则返回 $(l:casting/influences)$(thing)Null/$)。
hexcasting.page.entities.get_entity/living Transform the position on the stack into the living creature at that location (or $(l:casting/influences)$(thing)Null/$ if there isn't one). 将栈顶位置向量变为该处生物(若无则返回 $(l:casting/influences)$(thing)Null/$)。
hexcasting.page.entities.zone_entity/animal Take a position and maximum distance on the stack, and combine them into a list of animals near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有动物的列表。
hexcasting.page.entities.zone_entity/not_animal Take a position and maximum distance on the stack, and combine them into a list of non-animal entities near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有非动物实体的列表。
hexcasting.page.entities.zone_entity/monster Take a position and maximum distance on the stack, and combine them into a list of monsters near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有怪物的列表。
hexcasting.page.entities.zone_entity/not_monster Take a position and maximum distance on the stack, and combine them into a list of non-monster entities near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有非怪物实体的列表。
hexcasting.page.entities.zone_entity/item Take a position and maximum distance on the stack, and combine them into a list of dropped items near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有掉落的物品的列表。
hexcasting.page.entities.zone_entity/not_item Take a position and maximum distance on the stack, and combine them into a list of non-dropped-item entities near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有非物品实体的列表。
hexcasting.page.entities.zone_entity/player Take a position and maximum distance on the stack, and combine them into a list of players near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有玩家的列表。
hexcasting.page.entities.zone_entity/not_player Take a position and maximum distance on the stack, and combine them into a list of non-player characters near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有非玩家实体的列表。
hexcasting.page.entities.zone_entity/living Take a position and maximum distance on the stack, and combine them into a list of living creatures near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有生物的列表。
hexcasting.page.entities.zone_entity/not_living Take a position and maximum distance on the stack, and combine them into a list of non-living entities near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有非生物实体的列表。
hexcasting.page.entities.zone_entity Take a position and maximum distance on the stack, and combine them into a list of all entities near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有实体的列表。
hexcasting.entry.lists List Manipulation 列表操作
hexcasting.page.lists.index Remove the number at the top of the stack, then replace the list at the top with the nth element of that list (where n is the number you removed). Replaces the list with $(l:casting/influences)$(thing)Null/$ if the number is out of bounds. 移除栈顶的数,将栈顶的列表变为其中下标为该数(就是被移除的那个数)的元素。若该数越界,则将列表换为 $(l:casting/influences)$(thing)Null/$。
hexcasting.page.lists.slice Remove the two numbers at the top of the stack, then take a sublist of the list at the top of the stack between those indices, lower bound inclusive, upper bound exclusive. For example, the 0, 2 sublist of [0, 1, 2, 3, 4] would be [0, 1]. 移除栈顶的两个数,将栈顶的列表变为其中下标在两个数之间元素的子列表,包含下标下界,不含下标上界。例如,[0, 1, 2, 3, 4] 的 0, 2 子列表是 [0, 1]。
hexcasting.page.lists.append Remove the top of the stack, then add it to the end of the list at the top of the stack. 移除栈顶元素,将其加到栈顶列表的末尾。
hexcasting.page.lists.concat Remove the list at the top of the stack, then add all its elements to the end of the list at the top of the stack. 移除栈顶列表,将其中元素加到当前栈顶列表的末尾。
hexcasting.page.lists.empty_list Push an empty list to the top of the stack. 压入一个空列表。
hexcasting.page.lists.singleton Remove the top of the stack, then push a list containing only that element. 移除栈顶元素,而后返回一个仅包含该元素的列表。
hexcasting.page.lists.list_size Remove the list at the top of the stack, then push the number of elements in the list to the stack. 移除栈顶列表,而后返回该列表中元素的个数。
hexcasting.page.lists.reverse_list Reverse the list at the top of the stack. 倒置栈顶列表。
hexcasting.page.lists.index_of Remove the iota at the top of the stack, then replace the list at the top with the first index of that iota within the list (starting from 0). Replaces the list with -1 if the iota doesn't exist in the list. 移除栈顶元素,并将栈顶列表变为该元素在其中第一次出现的位置(从 0 开始)。若没有出现过则返回 -1。
hexcasting.page.lists.list_remove Remove the number at the top of the stack, then remove the nth element of the list at the top of the stack (where n is the number you removed). 移除栈顶的数,而后移除栈顶列表中下标为该数(就是被移除的那个数)的元素。
hexcasting.page.lists.modify_in_place Remove the top iota of the stack and the number at the top, then set the nth element of the list at the top of the stack to that iota (where n is the number you removed). Does nothing if the number is out of bounds. 移除栈顶元素和栈顶的数,而后将栈顶列表中下标为该数(就是被移除的那个数)变为该元素。若该数越界则不进行操作。
hexcasting.page.lists.construct Remove the top iota, then add it as the first element to the list at the top of the stack. 移除栈顶元素,将其加到栈顶列表的开头。
hexcasting.page.lists.deconstruct Remove the first iota from the list at the top of the stack, then push that iota to the stack. 移除栈顶列表的第一个元素,并返回该元素。
hexcasting.entry.patterns_as_iotas Patterns as Iotas 将图案用作 Iota
hexcasting.page.patterns_as_iotas.1 One of the many peculiarities of this art is that $(italic)patterns themselves/$ can act as iotas-- I can even put them onto my stack when casting.$(br2)This raises a fairly obvious question: how do I express them? If I simply drew a pattern, it would hardly tell Nature to add it to my stack-- rather, it would simply be matched to an action. 咒法学中的一个怪异之处就是$(italic)图案本身/$也可被视为 iota——甚至能在施法时被压到栈中。$(br2)这就产生了一个问题:我怎么把图案用作 iota 呢?如果就只是画一遍,自然大概不会将其理解为“把它加到栈里”,而只会将其与操作对应起来。
hexcasting.page.patterns_as_iotas.2 Fortunately, Nature has provided me with a set of $(l:casting/influences)influences/$ that I can use to work with patterns directly.$(br2)In short, $(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)Consideration/$ lets me add one pattern to the stack, and $(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)Introspection/$ and $(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)Retrospection/$ let me add a whole list. 幸运的是,自然提供了一组专用于此道的$(l:casting/influences)虚指/$。$(br2)简而言之,$(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)考察/$使我能将一个图案加到栈中,$(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)内省/$和$(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)反思/$则能加入一整个列表。
hexcasting.page.patterns_as_iotas.escape.1 To use $(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)Consideration/$, I draw it, then another arbitrary pattern. That second pattern is added to the stack. 要使用$(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)考察/$,先绘制它,然后绘制任意图案。第二个图案就会被加到栈中。
hexcasting.page.patterns_as_iotas.escape.2 One may find it helpful to think of this as "escaping" the pattern onto the stack, if they happen to be familiar with the science of computers.$(br2)The usual use for this is to copy the pattern to a $(l:items/scroll)$(item)Scroll/$ or $(l:items/slate)$(item)Slate/$ using $(l:patterns/readwrite#hexcasting:write)$(action)Scribe's Gambit/$, and then perhaps decorating with them. 如果对计算机科学有足够了解的话,你可能能将其与“escape”操作联系起来。$(br2)考察的一大用途是将某一图案复制到$(l:items/scroll)$(item)卷轴/$或$(l:items/slate)$(item)石板/$上,且要和$(l:patterns/readwrite#hexcasting:write)$(action)书吏之策略/$配合使用。这之后卷轴和石板就能拿来装饰了。
hexcasting.page.patterns_as_iotas.parens.1 Drawing $(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)Introspection/$ makes my drawing of patterns act differently, for a time. Until I draw $(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)Retrospection/$, the patterns I draw are saved. Then, when I draw $(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)Retrospection/$, they are added to the stack as a list iota. 绘制$(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)内省/$会让这之后绘制的图案不再与操作联系。而在绘制$(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)反思/$后,之前绘制的图案就会作为一个列表加到栈中。
hexcasting.page.patterns_as_iotas.parens.2 If I draw another $(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)Introspection/$, it'll still be saved to the list, but I'll then have to draw $(italic)two/$ $(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)Retrospections/$ to get back to normal casting. 如果绘制内省后再绘制一个$(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)内省/$,则它也将被加到列表中,而且需绘制$(italic)两次/$$(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)反思/$才能回到正常施法模式。
hexcasting.page.patterns_as_iotas.parens.3 Also, I can escape the special behavior of $(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)Intro-/$ and $(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)Retrospection/$ by drawing a $(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)Consideration/$ before them, which will simply add them to the list without affecting which the number of $(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)Retrospections/$ I need to return to casting.$(br2)If I draw two $(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)Considerations/$ in a row while $(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)introspecting/$, it will add a single $(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)Consideration/$ to the list. 而且,如果在绘制$(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)内省/$和$(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)反思/$前绘制一个$(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)考察/$,我就能绕过它们的特殊功能,并将它们作为普通图案加到栈中,且不会影响返回正常施法模式前要绘制的$(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)反思/$个数。$(br2)如果在$(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)考察中/$连续绘制两个$(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)考察/$,只有第一个$(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)考察/$会被加到栈中。
hexcasting.entry.readwrite Reading and Writing 读取与写入
hexcasting.page.readwrite.read Copy the iota stored in the item (such as a $(l:items/scroll)$(item)Scroll/$, $(l:items/focus)$(item)Focus/$, $(l:items/abacus)$(item)Abacus/$ or $(l:items/spellbook)$(item)Spellbook/$) in my other hand, and add it to the stack. 复制另一只手中的物品中存储的 iota(例如从$(l:items/scroll)$(item)卷轴/$、$(l:items/focus)$(item)核心/$、$(l:items/abacus)$(item)算盘/$或$(l:items/spellbook)$(item)法术书/$中),并加到栈中。
hexcasting.page.readwrite.readable If the item in my other hand holds an iota I can read, returns 1. Otherwise, returns 0. 如果另一只手中的物品存有可读取的 iota,返回 1。否则返回 0。
hexcasting.page.readwrite.read/entity Like $(l:patterns/readwrite#hexcasting:read)$(action)Scribe's Reflection/$, but the iota is read out of an item entity instead of my other hand. 就和$(l:patterns/readwrite#hexcasting:read)$(action)书吏之精思/$一样,但会将 iota 从物品实体而非手中物品中读出。
hexcasting.page.readwrite.readable/entity Also like $(l:patterns/readwrite#hexcasting:readable)$(action)Auditor's Reflection/$, but the status is once again read out of an item entity instead of my other hand. 就和$(l:patterns/readwrite#hexcasting:readable)$(action)审计员之精思/$一样,但检测的是物品实体而非手中物品。
hexcasting.page.readwrite.write.1 Remove the top iota from the stack, and save it into the item in my other hand. 移除栈顶 iota,并将其存入另一只手的物品中。
hexcasting.page.readwrite.write.2 I can use this spell to save iotas into an (unsealed) $(l:items/focus)$(item)Focus/$ or $(l:items/spellbook)$(item)Spellbook/$, or I can copy patterns onto $(l:items/scroll)$(item)Scrolls/$ or $(l:items/slate)$(item)Slates/$ with the help of $(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)Consideration/$.$(br2)However, it seems I am unable to save a reference to another player, only me. I suppose an entity reference is similar to the idea of a True Name; perhaps Nature is helping to keep our Names out of the hands of enemies. If I want a friend to have my Name I can make a $(l:items/focus)$(item)Focus/$ for them. 可以这个法术将 iota 存入未密封的$(l:items/focus)$(item)核心/$或$(l:items/spellbook)$(item)法术书/$中,也可用$(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)考察/$将图案存入$(l:items/scroll)$(item)卷轴/$或$(l:items/slate)$(item)石板/$。$(br2)然而,我不能将代表另一位玩家的 iota 写入物品,只能写入我的。我认为这和“真名”类似。也许是自然在阻止我们的真名落入敌手。如果我想把我的真名交给朋友,做个$(l:items/focus)$(item)核心/$给他们就好了。
hexcasting.page.readwrite.writable If I could save the given iota into the item in my other hand, returns 1. Otherwise, returns 0. 如果可将所给 iota 写入另一只手中的物品中,返回 1。否则返回 0。
hexcasting.page.readwrite.local.title The Ravenmind 渡鸦之思
hexcasting.page.readwrite.local Items are not the only places I can store information, however. I am also able to store that information in the _media of the _Hex itself, much like the stack, but separate. Texts refer to this as the $(l:patterns/readwrite#hexcasting:local)$(thing)ravenmind/$. It holds a single iota, much like a $(l:items/focus)$(item)Focus/$, and begins with $(l:casting/influences)$(thing)Null/$ like the same. It is preserved between iterations of $(l:patterns/meta#hexcasting:for_each)$(action)Thoth's Gambit/$, but only lasts as long as the _Hex it's a part of. Once I stop casting, the value will be lost. 物品不是唯一一个能存入信息的地方,我也可以将其存到$(hex)咒术/$自身的$(media)媒质/$里,就和栈差不多。文献将其称为$(l:patterns/readwrite#hexcasting:local)$(thing)渡鸦之思/$。它能存有一个 iota,默认为 $(l:casting/influences)$(thing)Null/$,和$(l:items/focus)$(item)核心/$差不多。它在每次使用$(l:patterns/meta#hexcasting:for_each)$(action)托特之策略/$后保持不变,但也只能撑到$(hex)咒术/$结束。一旦施法结束,其值就会被清除。
hexcasting.page.readwrite.write/local Removes the top iota from the stack, and saves it to my $(l:patterns/readwrite#hexcasting:local)$(thing)ravenmind/$, storing it there until I stop casting the _Hex. 移除栈顶 iota,并将其存入$(l:patterns/readwrite#hexcasting:local)$(thing)渡鸦之思/$,在施放$(hex)咒术/$的整个过程结束之前一直存在那里。
hexcasting.page.readwrite.read/local Copy the iota out of my $(l:patterns/readwrite#hexcasting:local)$(thing)ravenmind/$, which I likely just wrote with $(l:patterns/readwrite#hexcasting:write/local)$(action)Huginn's Gambit/$. 将$(l:patterns/readwrite#hexcasting:local)$(thing)渡鸦之思/$中的 iota 复制出来。(也许刚刚才用$(l:patterns/readwrite#hexcasting:write/local)$(action)福金之策略/$写进去。)
hexcasting.entry.meta Meta-evaluation 元运行
hexcasting.page.meta.eval.1 Remove a pattern or list of patterns from the stack, then cast them as if I had drawn them myself with my $(l:items/staff)$(item)Staff/$ (until a $(l:patterns/meta#hexcasting:halt)$(action)Charon's Gambit/$ is encountered). If an iota is escaped with $(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)Consideration/$ or $(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)its ilk/$, it will be pushed to the stack. Otherwise, non-patterns will fail. 移除栈顶的图案列表,然后就像我用$(l:items/staff)$(item)法杖/$施法一样依次运行(直到碰到$(l:patterns/meta#hexcasting:halt)$(action)卡戎之策略/$)。如果一个 iota 已用$(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)考察/$或$(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)类似手段/$作为图案加入栈中,那么该 iota 将在运行时被加到栈中。否则其将在非图案元素运行失败。
hexcasting.page.meta.eval.2 This can be $(italic)very/$ powerful in tandem with $(l:items/focus)$(item)Foci/$.$(br2)It also makes the bureaucracy of Nature a "Turing-complete" system, according to one esoteric scroll I found.$(br2)However, it seems there's a limit to how many times a _Hex can cast itself-- Nature doesn't look kindly on runaway spells!$(br2)In addition, with the energies of the patterns occurring without me to guide them, any mishap will cause the remaining actions to become too unstable and immediately unravel. 若与$(l:items/focus)$(item)核心/$同时使用,它将提供$(italic)极为/$强大的操控能力。$(br2)距我找到的一张奇特卷轴所称,它还将自然的咒法体系变为了一个“图灵完备”的系统。$(br2)然而,$(hex)咒术/$能重复执行自身的次数是有限的——自然不会对失控的法术手软的!$(br2)此外,若让图案不在我的引导下操控能量,那么任何事故都可能导致后续操作不稳定甚至直接执行不了。
hexcasting.page.meta.for_each.1 Remove a list of patterns and a list from the stack, then cast the given pattern over each element of the second list. 移除栈中的一个图案列表和一个列表,然后对后一列表中的每个元素运行前一图案列表中的图案。
hexcasting.page.meta.for_each.2 More specifically, for each element in the second list, it will:$(li)Create a new stack, with everything on the current stack plus that element$(li)Draw all the patterns in the first list$(li)Save all the iotas remaining on the stack to a list$(br)Then, after all is said and done, pushes the list of saved iotas onto the main stack.$(br2)No wonder all the practitioners of this art go mad. 更确切地说,对应后一列表中的每个元素,它将:$(li)创建一个新栈,其中包括当前栈中的所有元素和后一列表中的一个元素。$(li)绘制前一列表中的所有图案。$(li)将该栈中剩余的所有元素存进一个列表。$(br)在所有元素都运行一遍后,将该列表压入原本的栈中。$(br2)也难怪精通此操作的人都疯了。
hexcasting.page.meta.halt.1 This pattern forcibly halts a _Hex. This is mostly useless on its own, as I could simply just stop writing patterns, or put down my staff. 这个图案将强制停止$(hex)咒术/$的施放。它独自出现可能没什么用,我只要不绘制图案或是放下法杖就行了。
hexcasting.page.meta.halt.2 But when combined with $(l:patterns/meta#hexcasting:eval)$(action)Hermes'/$ or $(l:patterns/meta#hexcasting:for_each)$(action)Thoth's Gambits/$, it becomes $(italics)far/$ more interesting. Those patterns serve to 'contain' that halting, and rather than ending the entire _Hex, those gambits end instead. This can be used to cause $(l:patterns/meta#hexcasting:for_each)$(action)Thoth's Gambit/$ not to operate on every iota it's given. An escape from the madness, as it were. 但当与$(l:patterns/meta#hexcasting:eval)$(action)赫尔墨斯之策略/$或$(l:patterns/meta#hexcasting:for_each)$(action)托特之策略/$一起使用时,它就将发挥$(italic)大/$用。那些图案会碰到这个休止符,但$(hex)咒术/$本身不会停止,停止运行的是那些策略。它可以用来防止$(l:patterns/meta#hexcasting:for_each)$(action)托特之策略/$将每个 iota 都运行一遍。这便是逃离疯狂的密道。
hexcasting.entry.circle_patterns Spell Circle Patterns 法术环图案
hexcasting.page.circle_patterns.disclaimer These patterns must be cast from a $(l:greatwork/spellcircles)$(item)Spell Circle/$; trying to cast them through a $(l:items/staff)$(item)Staff/$ will fail rather spectacularly. 这些图案只能在$(l:greatwork/spellcircles)$(item)法术环/$上运行。尝试用$(l:items/staff)$(item)法杖/$绘制它们会招致可怖的事故。
hexcasting.page.circle_patterns.circle/impetus_pos Returns the position of the $(l:greatwork/impetus)$(item)Impetus/$ of this spell circle. 返回该法术环的$(l:greatwork/impetus)$(item)促动石/$的位置。
hexcasting.page.circle_patterns.circle/impetus_dir Returns the direction the $(l:greatwork/impetus)$(item)Impetus/$ of this spell circle is facing as a unit vector. 以单位向量返回该法术环的$(l:greatwork/impetus)$(item)促动石/$的面朝方向。
hexcasting.page.circle_patterns.circle/bounds/min Returns the position of the lower-north-west corner of the bounds of this spell circle. 返回该法术环影响范围的西北靠下转角的位置。
hexcasting.page.circle_patterns.circle/bounds/max Returns the position of the upper-south-east corner of the bounds of this spell circle. 返回该法术环影响范围的东南靠上转角的位置。
hexcasting.entry.akashic_patterns Akashic Patterns 阿卡夏图案
hexcasting.page.akashic_patterns.akashic/read Read the iota associated with the given pattern out of the $(l:greatwork/akashiclib)$(item)Akashic Library/$ with its $(l:greatwork/akashiclib)$(item)Record/$ at the given position. This has no range limit. Costs about one $(l:items/amethyst)$(item)Amethyst Dust/$. 在$(l:greatwork/akashiclib)$(item)阿卡夏记录/$处从$(l:greatwork/akashiclib)$(item)阿卡夏图书馆/$中读出所给图案对应的 iota。没有读取距离限制。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
hexcasting.page.akashic_patterns.akashic/write Associate the iota with the given pattern in the $(l:greatwork/akashiclib)$(item)Akashic Library/$ with its $(l:greatwork/akashiclib)$(item)Record/$ at the given position. This $(italic)does/$ have a range limit. Costs about one $(l:items/amethyst)$(item)Amethyst Dust/$. 在$(l:greatwork/akashiclib)$(item)阿卡夏图书馆/$的$(l:greatwork/akashiclib)$(item)记录/$处将 iota 和所给图案对应起来。$(italic)有/$存取距离限制。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
hexcasting.entry.itempicking Working with Items 处理物品
hexcasting.page.itempicking.1 Certain spells, such as $(l:patterns/spells/blockworks#hexcasting:place_block)$(action)Place Block/$, will consume additional items from my inventory. When this happens, the spell will first look for the item to use, and then draw from all such items in my inventory.$(br2)This process is called "picking an item." 某些法术,例如$(l:patterns/spells/blockworks#hexcasting:place_block)$(action)放置方块/$,会消耗物品栏内的其他物品。在这种情况下,法术会先检索要用哪个物品,然后就会消耗物品栏内所有同种物品。$(br2)这一过程被称为“挑选物品。
hexcasting.page.itempicking.2 More specifically:$(li)First, the spell will search for the first valid item in my hotbar to the $(italic)right of my $(l:items/staff)$(item)staff/$, wrapping around at the right-hand side, and starting at the first slot if my $(l:items/staff)$(item)staff/$ is in my off-hand.$(li)Second, the spell will draw that item from as $(italic)far back in my inventory/$ as possible, prioritizing the main inventory over the hotbar. 更具体地说:$(li)首先,法术会在快捷栏内$(l:items/staff)$(item)法杖所处位置的右侧/$依次搜索可用物品,搜到最右侧后便会从最左侧开始向右搜寻。若$(l:items/staff)$(item)法杖/$在副手,则会从快捷栏一号位开始搜索。$(li)然后,法术会从$(italic)物品栏内最靠后的位置/$开始消耗同种物品,且物品栏优先于快捷栏。
hexcasting.page.itempicking.3 This way, I can keep a "chooser" item on my hotbar to tell the spell what to use, and fill the rest of my inventory with that item to keep the spell well-stocked. 如此,我可以在快捷栏里放一些“选择器”用来告诉法术要用哪种方块,并在物品栏内放些同种方块防止供给不足。
hexcasting.entry.basic_spell Basic Spells 基础法术
hexcasting.page.basic_spell.explode.1 Remove a number and vector from the stack, then create an explosion at the given location with the given power. 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爆炸。
hexcasting.page.basic_spell.explode.2 A power of 3 is about as much as a Creeper's blast; 4 is about as much as a TNT blast. Nature refuses to give me a blast of more than 10 power, though.$(br2)Strangely, this explosion doesn't seem to harm me. Perhaps it's because $(italic)I/$ am the one exploding?$(br2)Costs a negligible amount at power 0, plus 3 extra $(l:items/amethyst)$(item)Amethyst Dust/$s per point of explosion power. 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/$。
hexcasting.page.basic_spell.explode.fire.1 Remove a number and vector from the stack, then create a fiery explosion at the given location with the given power. 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。
hexcasting.page.basic_spell.explode.fire.2 Costs one $(l:items/amethyst)$(item)Amethyst Dust/$, plus about 3 extra $(l:items/amethyst)$(item)Amethyst Dust/$s per point of explosion power. Otherwise, the same as $(l:patterns/spells/basic#hexcasting:explode)$(action)Explosion/$, except with fire. 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。
hexcasting.page.basic_spell.add_motion Remove an entity and direction from the stack, then give a shove to the given entity in the given direction. The strength of the impulse is determined by the length of the vector.$(br)Costs units of $(l:items/amethyst)$(item)Amethyst Dust/$ equal to the square of the length of the vector. 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/$。
hexcasting.page.basic_spell.blink Remove an entity and length from the stack, then teleport the given entity along its look vector by the given length.$(br)Costs about one $(l:items/amethyst)$(item)Amethyst Shard/$ per two blocks travelled. 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/$。
hexcasting.page.basic_spell.beep.1 Remove a vector and two numbers from the stack. Plays an $(thing)instrument/$ defined by the first number at the given location, with a $(thing)note/$ defined by the second number. Costs a negligible amount of _media. 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$(media)媒质/$。
hexcasting.page.basic_spell.beep.2 There appear to be 16 different $(thing)instruments/$ and 25 different $(thing)notes/$. Both are indexed by zero.$(br2)These seem to be the same instruments I can produce with a $(item)Note Block/$, though the reason for each instrument's number being what it is eludes me.$(br2)Either way, I can find the numbers I need to use by inspecting a $(item)Note Block/$ through a $(l:items/lens)$(item)Scrying Lens/$. 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/$就能得知乐器对应的数字。
hexcasting.entry.blockworks Blockworks 方块工程
hexcasting.page.blockworks.place_block Remove a location from the stack, then pick a block item and place it at the given location.$(br)Costs a negligible amount of _media. 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$(media)媒质/$。
hexcasting.page.blockworks.break_block Remove a location from the stack, then break the block at the given location. This spell can break nearly anything a Diamond Pickaxe can break.$(br)Costs a bit more than one $(l:items/amethyst)$(item)Amethyst Dust/$. 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 Summon a block of water (or insert a bucket's worth) into a block at the given position. Costs about one $(l:items/amethyst)$(item)Amethyst Dust/$. 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 Destroy a great deal of liquid (not just water) around the given position. Costs about two $(l:items/amethyst)$(item)Charged Amethyst/$. 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.conjure_block Conjure an ethereal, but solid, block that sparkles with my pigment at the given position. Costs about one $(l:items/amethyst)$(item)Amethyst Dust/$. 在给定位置构筑一个空灵缥缈却坚硬可触的,闪着的方块。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
hexcasting.page.blockworks.conjure_light Conjure a magical light that softly glows with my pigment at the given position. Costs about one $(l:items/amethyst)$(item)Amethyst Dust/$. 在给定位置构筑一个发着我的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 Encourage a plant or sapling at the target position to grow, as if $(item)Bonemeal/$ was applied. Costs a bit more than one $(l:items/amethyst)$(item)Amethyst Dust/$. 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。消耗略多于一个$(l:items/amethyst)$(item)紫水晶粉/$。
hexcasting.page.blockworks.edify Forcibly infuse _media into the sapling at the target position, causing it to grow into an $(l:items/edified)$(thing)Edified Tree/$. Costs about one $(l:items/amethyst)$(item)Charged Crystal/$. 将$(media)媒质/$强制注入目标位置的树苗,使其长为$(l:items/edified)$(thing)启迪树/$。消耗大约 1 个$(l:items/amethyst)$(item)充能紫水晶/$。
hexcasting.page.blockworks.ignite Start a fire on top of the given location, as if a $(item)Fire Charge/$ was applied. Costs about one $(l:items/amethyst)$(item)Amethyst Dust/$. 在给定位置上方生火,就像在该位置使用$(item)火焰弹/$一样。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
hexcasting.page.blockworks.extinguish Extinguish blocks in a large area. Costs about six $(l:items/amethyst)$(item)Amethyst Dust/$s. 熄灭周围较大区域内的火焰。消耗大约 6 个$(l:items/amethyst)$(item)紫水晶粉/$。
hexcasting.entry.nadirs Nadirs 天底法术
hexcasting.page.nadirs.1 This family of spells all impart a negative potion effect upon an entity. They all take an entity, the recipient, and one or two numbers, the first being the duration and the second, if present, being the potency (starting at 1).$(br2)Each one has a "base cost;" the actual cost is equal to that base cost, multiplied by the potency squared. 此类法术会给予某一实体一个负面药水效果。它们都接受一个实体作为效果受体,和一两个数。其中第一个数是持续时间,第二个数(若有)是效果强度(以 1 起始)。$(br2)每种法术都有一个“基础消耗”,实际消耗为基础消耗乘以效果强度的平方。
hexcasting.page.nadirs.2 According to certain legends, these spells and their sisters, the $(l:patterns/great_spells/zeniths)$(action)Zeniths/$, were "[...] inspired by a world near to this one, where powerful wizards would gather magic from the land and hold duels to the death. Unfortunately, much was lost in translation..."$(br2)Perhaps that is the reason for their peculiar names. 距某些传说所言,这些法术和它们的姊妹法术——$(l:patterns/great_spells/zeniths)$(action)天顶法术/$,都是“……由另一个世界的魔法启发的。在那个世界里,强大的魔法师会从四处收集魔法并决斗至死。不幸的是,许多信息都没翻译过来……”$(br2)也许这就是它们名字怪异的原因。
hexcasting.page.nadirs.potion/weakness Inflicts $(thing)weakness/$. Base cost is one $(l:items/amethyst)$(item)Amethyst Dust/$ per 10 seconds. 给予$(thing)虚弱/$。每 10 秒持续时间的基础消耗为 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
hexcasting.page.nadirs.potion/levitation Inflicts $(thing)levitation/$. Base cost is one $(l:items/amethyst)$(item)Amethyst Dust/$ per 5 seconds. 给予$(thing)飘浮/$。每 5 秒持续时间的基础消耗为 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
hexcasting.page.nadirs.potion/wither Inflicts $(thing)withering/$. Base cost is one $(l:items/amethyst)$(item)Amethyst Dust/$ per second. 给予$(thing)凋零/$。每 1 秒持续时间的基础消耗为 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
hexcasting.page.nadirs.potion/poison Inflicts $(thing)poison/$. Base cost is one $(l:items/amethyst)$(item)Amethyst Dust/$ per 3 seconds. 给予$(thing)中毒/$。每 3 秒持续时间的基础消耗为 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
hexcasting.page.nadirs.potion/slowness Inflicts $(thing)slowness/$. Base cost is one $(l:items/amethyst)$(item)Amethyst Dust/$ per 5 seconds. 给予$(thing)缓慢/$。每 5 秒持续时间的基础消耗为 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
hexcasting.entry.hexcasting_spell Crafting Casting Items 制作施法物品
hexcasting.page.hexcasting_spell.basics These three spells each create an $(l:items/hexcasting)$(thing)item that casts a _Hex./$$(br)They all require me to hold the empty item in my off-hand, and require two things: the list of patterns to be cast, and an entity representing a dropped stack of $(l:items/amethyst)$(item)Amethyst/$ to form the item's battery.$(br2)See $(l:items/hexcasting)this entry/$ for more information. 这三个法术都能制作$(l:items/hexcasting)$(thing)用于施放$(hex)咒术/$的物品/$。$(br)它们都要求我在另一只手上手持对应的基础物品,并且需提供两个参数:需运行的图案和一个用作电池的$(l:items/amethyst)$(item)紫水晶/$物品实体。$(br2)详情参见$(l:items/hexcasting)此条目/$。
hexcasting.page.hexcasting_spell.craft/cypher Costs about one $(l:items/amethyst)$(item)Charged Amethyst/$. 消耗大约 1 个$(l:items/amethyst)$(item)充能紫水晶/$。
hexcasting.page.hexcasting_spell.craft/trinket Costs about five $(l:items/amethyst)$(item)Charged Amethysts/$. 消耗大约 5 个$(l:items/amethyst)$(item)充能紫水晶/$。
hexcasting.page.hexcasting_spell.craft/artifact Costs about ten $(l:items/amethyst)$(item)Charged Amethysts/$. 消耗大约 10 个$(l:items/amethyst)$(item)充能紫水晶/$。
hexcasting.page.hexcasting_spell.recharge.1 Recharge a _media-containing item in my other hand. Costs about one $(l:items/amethyst)$(item)Amethyst Shard/$. 给另一只手中的能装$(media)媒质/$的物品重新充能。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶碎片/$。
hexcasting.page.hexcasting_spell.recharge.2 This spell is cast in a similar method to the crafting spells; an entity representing a dropped stack of $(l:items/amethyst)$(item)Amethyst/$ is provided, and recharges the _media battery of the item in my other hand.$(br2)This spell $(italic)cannot/$ recharge the item farther than its original battery size. 此法术和制作施法物品所用法术施放方式类似。提供一个$(l:items/amethyst)$(item)紫水晶/$物品实体,就能给另一只手中物品的$(media)媒质/$电池重新充能。$(br2)此法术$(italic)不能/$充入超过电池大小的媒质。
hexcasting.page.hexcasting_spell.erase.1 Clear a _Hex-containing item in my other hand. Costs about one $(l:items/amethyst)$(item)Amethyst Dust/$. 清除另一只手中写有$(hex)咒术/$的物品。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
hexcasting.page.hexcasting_spell.erase.2 The spell will also void all the _media stored inside the item, releasing it back to Nature and returning the item to a perfectly clean slate. This way, I can re-use $(l:items/hexcasting)$(item)Trinkets/$ I have put an erroneous spell into, for example.$(br2)This also works to clear a $(l:items/focus)$(item)Focus/$ or $(l:items/spellbook)$(item)Spellbook/$ page, unsealing them in the process. 此法术也会清除物品内存储的$(media)媒质/$,将其释放给自然并将物品恢复到其初始状态。如此就能回收利用容易出错的$(l:items/hexcasting)$(item)缀品/$了。$(br2)此法术也能清除$(l:items/focus)$(item)核心/$和$(l:items/spellbook)$(item)法术书/$书页内容,同时去除其上密封。
hexcasting.entry.sentinels Sentinels 哨卫
hexcasting.page.sentinels.1 $(italic)Hence, away! Now all is well,$(br)One aloof stand sentinel./$$(br2)A $(l:patterns/spells/sentinels)$(thing)Sentinel/$ is a mysterious force I can summon to assist in the casting of _Hexes, like a familiar or guardian spirit. It appears as a spinning geometric shape to my eyes, but is invisible to everyone else. $(italic)去吧!现在一切都已完成,$(br)只须留着一个人作哨卫。/$$(br2)$(l:patterns/spells/sentinels)$(thing)哨卫/$是一种能被$(hex)咒术/$召唤出的神秘力量,就和亲人或是侍卫一样。对我而言,它是一个旋转着的几何体,而其他人看不见它。
hexcasting.page.sentinels.2 It has several interesting properties:$(li)It does not appear to be tangible; no one can touch it.$(li)Only my _Hexes can interact with it.$(li)Once summoned, it stays in place until banished.$(li)I am always able to see it if I'm close enough, even through solid objects. 它有些有趣的性质:$(li)它似乎不可被触摸,没人摸得到它。$(li)只有我的$(hex)咒术/$才能与之交互。$(li)一旦召唤,在被驱除前它都将留在原位。$(li)只要我离它足够近,我就能透过方块看见它。
hexcasting.page.sentinels.sentinel/create Summons my $(l:patterns/spells/sentinels)$(thing)sentinel/$ at the given position. Costs about one $(l:items/amethyst)$(item)Amethyst Dust/$. 在给定位置召唤哨卫$(l:patterns/spells/sentinels)$(thing)哨卫/$。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
hexcasting.page.sentinels.sentinel/destroy Banish my $(l:patterns/spells/sentinels)$(thing)sentinel/$, and remove it from the world. Costs a negligible amount of _media. 将我的$(l:patterns/spells/sentinels)$(thing)哨卫/$从世界中驱除出去。消耗极少量$(media)媒质/$。
hexcasting.page.sentinels.sentinel/get_pos Add the position of my $(l:patterns/spells/sentinels)$(thing)sentinel/$ to the stack, or $(l:casting/influences)$(thing)Null/$ if it isn't summoned. Costs a negligible amount of _media. 将我的$(l:patterns/spells/sentinels)$(thing)哨卫/$的位置加到栈中,若并未召唤则加入一个 $(l:casting/influences)$(thing)Null/$。消耗极少量$(media)媒质/$。
hexcasting.page.sentinels.sentinel/wayfind Transform the position vector on the top of the stack into a unit vector pointing from that position to my $(l:patterns/spells/sentinels)$(thing)sentinel/$, or $(l:casting/influences)$(thing)Null/$ if it isn't summoned. Costs a negligible amount of _media. 将栈顶的位置向量变为从我的位置指向$(l:patterns/spells/sentinels)$(thing)哨卫/$的单位向量,若并未召唤则变为 $(l:casting/influences)$(thing)Null/$。消耗极少量$(media)媒质/$。
hexcasting.page.colorize I must be holding a $(l:items/pigments)$(item)Pigment/$ in my other hand to cast this spell. When I do, it will consume the dye and permanently change my mind's coloration (at least, until I cast the spell again). Costs about one $(l:items/amethyst)$(item)Amethyst Dust/$. 我必须在施法时在另一只手中持有$(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 Summon a block of lava or insert a bucket's worth into a block at the given position. Costs about one $(l:items/amethyst)$(item)Charged Amethyst/$. 在给定位置生成一格熔岩(也即一桶)。消耗大约 1 个$(l:items/amethyst)$(item)充能紫水晶/$。
hexcasting.page.create_lava.2 It may be advisable to keep my knowledge of this spell secret. A certain faction of botanists get... touchy about it, or so I've heard.$(br2)Well, no one said tracing the deep secrets of the universe was going to be an easy time. 建议不要声张知道这个法术这件事。某些植物学家对此……比较敏感,至少我听说是这样。$(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 Weather Manipulation 天气操控
hexcasting.page.weather_manip.lightning I command the heavens! This spell will summon a bolt of lightning to strike the earth where I direct it. Costs about three $(l:items/amethyst)$(item)Amethyst Shards/$. 我能命令苍穹!此法术会在我所想之处召唤一道落雷。消耗大约 3 个$(l:items/amethyst)$(item)紫水晶碎片/$。
hexcasting.page.weather_manip.summon_rain I control the clouds! This spell will summon rain across the world I cast it upon. Costs about one $(l:items/amethyst)$(item)Charged Amethyst/$. Does nothing if it is already raining. 我能控制云彩!此法术会在我所处世界各处召来雨水。消耗大约 1 个$(l:items/amethyst)$(item)充能紫水晶/$。若已在下雨就无效。
hexcasting.page.weather_manip.dispel_rain A counterpart to summoning rain. This spell will dispel rain across the world I cast it upon. Costs about one $(l:items/amethyst)$(item)Amethyst Shard/$. Does nothing if the skies are already clear. 召雨的反面。此法术会将我所处世界的雨水驱离。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶碎片/$。若未在下雨就无效。
hexcasting.page.flight.1 The power of flight! I have wrestled Nature to its knees. But Nature is vengeful, and itches for me to break its contract so it may break my shins. 飞行的力量!我已使自然屈膝臣服。但自然懂得复仇,它无时无刻不在盼望着我打破与它的条约,这样它就能打折我的腿。
hexcasting.page.flight.2 The entity (which must be a player) will be endowed with flight. The first number is the number of seconds they may fly for, and the second number is the radius of the zone they may fly in. If the recipient exits that zone, or their timer runs out while midair, the gravity that they spurned will get its revenge. Painfully.$(br2)It costs one quarter of an $(l:items/amethyst)$(item)Amethyst Dust/$, per meter of radius, per second in flight. 实体(必须是玩家)将被给予飞行的力量。第一个数字是飞行能持续的时间,第二个数字则是允许飞行区域的半径。如果该玩家飞出了那个区域,或是在空中时时间耗尽,他们所藐视的引力就会出手。极尽其能。$(br2)每米半径、每秒持续时间消耗四分之一个$(l:items/amethyst)$(item)紫水晶粉/$。
hexcasting.page.teleport.1 Far more powerful than $(l:patterns/spells/basic#hexcasting:blink)$(action)Blink/$, this spell lets me teleport nearly anywhere in the entire world! There does seem to be a limit, but it is $(italic)much/$ greater than the normal radius of influence I am used to. 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 The entity will be teleported by the given vector, which is an offset from its given position. No matter the distance, it always seems to cost about ten $(l:items/amethyst)$(item)Charged Amethyst/$.$(br2)The transference is not perfect, and it seems when teleporting something as complex as a player, their inventory doesn't $(italic)quite/$ stay attached, and tends to splatter everywhere at the destination. 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.entry.zeniths Zeniths 天顶法术
hexcasting.page.zeniths.1 This family of spells all impart a positive potion effect upon an entity, similar to the $(l:patterns/spells/nadirs)$(action)Nadirs/$. However, these have their _media costs increase with the $(italic)cube/$ of the potency. 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/$类似。然而,它们的$(media)媒质/$消耗会按效果强度的$(italic)立方/$。
hexcasting.page.zeniths.potion/regeneration Bestows $(thing)regeneration/$. Base cost is one $(l:items/amethyst)$(item)Amethyst Dust/$ per second. 给予$(thing)生命恢复/$。每 1 秒持续时间的基础消耗为 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
hexcasting.page.zeniths.potion/night_vision Bestows $(thing)night vision/$. Base cost is one $(l:items/amethyst)$(item)Amethyst Dust/$ per 5 seconds. 给予$(thing)夜视/$。每 5 秒持续时间的基础消耗为 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
hexcasting.page.zeniths.potion/absorption Bestows $(thing)absorption/$. Base cost is one $(l:items/amethyst)$(item)Amethyst Dust/$ per second. 给予$(thing)伤害吸收/$。每 1 秒持续时间的基础消耗为 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
hexcasting.page.zeniths.potion/haste Bestows $(thing)haste/$. Base cost is one $(l:items/amethyst)$(item)Amethyst Dust/$ per 3 seconds. 给予$(thing)急迫/$。每 3 秒持续时间的基础消耗为 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
hexcasting.page.zeniths.potion/strength Bestows $(thing)strength/$. Base cost is one $(l:items/amethyst)$(item)Amethyst Dust/$ per 3 seconds. 给予$(thing)力量/$。每 3 秒持续时间的基础消耗为 1 个$(l:items/amethyst)$(item)紫水晶粉/$。
hexcasting.page.greater_sentinel.1 Summon a greater version of my $(l:patterns/spells/sentinels)$(thing)Sentinel/$. Costs about two $(l:items/amethyst)$(item)Amethyst Dust/$. 召唤一个比普通$(l:patterns/spells/sentinels)$(thing)哨卫/$要强大的哨卫。消耗大约 2 个$(l:items/amethyst)$(item)紫水晶粉/$。
hexcasting.page.greater_sentinel.2 The stronger $(l:patterns/spells/sentinels)$(thing)sentinel/$ acts like the normal one I can summon without the use of a Great Spell, if a little more visually interesting. However, the range in which my spells can work is extended to a small region around my greater $(l:patterns/spells/sentinels)$(thing)sentinel/$, about 16 blocks. In other words, no matter where in the world I am, I can interact with things around my $(l:patterns/spells/sentinels)$(thing)sentinel/$ (the mysterious forces of chunkloading notwithstanding). 卓越$(l:patterns/spells/sentinels)$(thing)哨卫/$除了看上去更奇特外和不用卓越法术召唤的哨卫一样。然而,我的法术的生效范围会扩展到卓越$(l:patterns/spells/sentinels)$(thing)哨卫/$周围小范围处,大概是哨卫周围 16 格内。换句话说,不管我在世界上何处,我都能与卓越$(l:patterns/spells/sentinels)$(thing)哨卫/$周围的方块交互(尽管仍会受到“区块加载”这一神秘力量的影响)。
hexcasting.page.make_battery.1 Infuse a bottle with _media to form a $(l:items/phials)$(item)Phial./$ 将$(media)媒质/$注入一个玻璃瓶,从而制成$(l:items/phials)$(item)试剂瓶/$。
hexcasting.page.make_battery.2 Similarly to the spells for $(l:patterns/spells/hexcasting)$(action)Crafting Casting Items/$, I must hold a $(item)Glass Bottle/$ in my other hand, and provide the spell with a dropped stack of $(l:items/amethyst)$(item)Amethyst/$. See $(l:items/phials)this page/$ for more information.$(br2)Costs about one $(l:items/amethyst)$(item)Charged Amethyst/$. 和用于$(l:patterns/spells/hexcasting)$(action)制作施法物品/$的法术类似,我必须在另一只手中拿着一个$(item)玻璃瓶/$,并提供一个$(l:items/amethyst)$(item)紫水晶/$物品实体作为参数。更多信息参见$(l:items/phials)此页/$。$(br2)消耗大约 1 个$(l:items/amethyst)$(item)充能紫水晶/$。
hexcasting.page.brainsweep_spell.1 I cannot make heads or tails of this spell... To be honest, I'm not sure I want to know what it does. 我搞不懂这个法术……说实话,我也不清楚我到底想不想知道它的作用。
hexcasting.entry.interop Cross-Mod Compatibility 模组联动
hexcasting.entry.interop.desc It appears I have installed some mods Hexcasting interoperates with! I've detailed them here. 好像我装了某些能和咒法学联动的模组!详情如下。
hexcasting.page.interop.1 The art of _Hexcasting is versatile. If I find that my world has been $(italic)modified/$ by certain other powers, it's possible that I may use _Hexcasting in harmony and combination with them. $(hex)咒法学/$是一门多用途的学问。如果世界能被某些其他力量$(italic)改变/$,那么有可能$(hex)咒法学/$可以和它们和谐相处,协同使用。
hexcasting.page.interop.2 I should keep in mind, however, that Nature seems to have paid less attention in crafting these aspects of my art; strange behavior and bugs are to be expected. I'm sure the mod developer will do her best to correct them, but I must remember this is a less important pastime to her.$(br2)I may also find that there are sharp disregards to balance in the costs and effects of the interoperating powers. In such a case I suppose I will have to be responsible and restrain myself from using them. 应当谨记,自然似乎在这些方面耗费的精力较少,可能会出现奇怪的现象和漏斗。我相信模组制作者们会尽他们所能来纠正这些错误,但也必须理解这只是他们的业余爱好。$(br2)也许我会发现某些协同力量带来的法术在平衡性上表现不佳。我想我应该有足够的自控力不去滥用。
hexcasting.page.interop.3 Finally, if I find myself interested in the lore and stories of this world, I do not think any notes compiled while examining these interoperations should be considered as anything more than light trifles. 最后,如果对剧情和故事感兴趣,就应理解试验这些协同力量时所做的笔记只会是些琐事。
hexcasting.page.interop.gravity.1 I have discovered actions to get and set an entity's gravity. I find them interesting, if slightly nauseating.$(br2)Interestingly, although $(l:patterns/great_spells/flight)$(action)Flight/$ is a great spell, and manipulates gravity similarly, these are not. It baffles me why... Perhaps the mod developer wanted players to have fun, for once. 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 Get the main direction gravity pulls the given entity in, as a unit vector. For most entities, this will be down: [0, -1, 0]. 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 Set the main direction gravity pulls the given entity in. The given vector will be coerced into the nearest axis, as per $(l:patterns/math#hexcasting:coerce_axial)$(action)Axial Purification/$. Costs about 1 $(item)Charged Amethyst Crystal/$. 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.page.interop.pehkui.1 I have discovered methods of changing the size of entities, and querying how much larger or smaller they are than normal. 我发现了改变实体大小,和得知它们相较原本究竟变了多少的方法。
hexcasting.page.interop.pehkui.get Get the scale of the entity, as a proportion of their normal size. For most entities, this will be 1. 获取实体的大小倍数,也即当前大小和原本大小的比值。对大多数实体而言,此值为 1。
hexcasting.page.interop.pehkui.set Set the scale of the entity, passing in a proportion of their normal size. Costs about 1 $(item)Amethyst Shard/$. 设置实体的大小倍数,需传入一个与其原本大小的比值。消耗大约 1 个$(item)紫水晶碎片/$。
hexcasting.tooltip.abacus %d %d
hexcasting.tooltip.abacus.reset.nice nice nice
hexcasting.page.101.14.link_text Goblin Punch Goblin Punch
hexcasting.page.vectors.1.link_text 3blue1brown 3blue1brown
hexcasting.page.vectors.3.link_text Psi Codex Psi Codex
hexcasting.entry.interop.gravity Gravity Changer Gravity Changer
hexcasting.entry.interop.pehkui Pehkui Pehkui
hexcasting/1.18-术语检查
Key 英文 中文 检查结果
item.hexcasting.wand_oak Oak Staff 橡木法杖 ✔ 术语 oak => 橡木, 橡树
item.hexcasting.wand_spruce Spruce Staff 云杉木法杖 ✔ 术语 spruce => 云杉木, 云杉
item.hexcasting.wand_birch Birch Staff 白桦木法杖 ✔ 术语 birch => 白桦木, 白桦
item.hexcasting.wand_jungle Jungle Staff 丛林木法杖 ✔ 术语 jungle => 丛林
✔ 术语 jungle => 丛林木, 丛林
item.hexcasting.wand_acacia Acacia Staff 金合欢木法杖 ✔ 术语 acacia => 金合欢木, 金合欢
item.hexcasting.wand_dark_oak Dark Oak Staff 深色橡木法杖 ✔ 术语 dark oak => 深色橡木, 深色橡树
✔ 术语 oak => 橡木, 橡树
item.hexcasting.wand_crimson Crimson Staff 绯红木法杖 ✔ 术语 crimson => 绯红木, 绯红
item.hexcasting.wand_warped Warped Staff 诡异木法杖 ✔ 术语 warped => 诡异木, 诡异
item.hexcasting.scroll_small.of How did you get this item of %s 你是咋拿到这个%s物品的 ✔ 术语 item => 物品
item.hexcasting.scroll_medium.of How did you get this item of %s 你是咋拿到这个%s物品的 ✔ 术语 item => 物品
item.hexcasting.dye_colorizer_white White Pigment 白色染色剂 ✔ 术语 white => 白色
item.hexcasting.dye_colorizer_orange Orange Pigment 橙色染色剂 ✔ 术语 orange => 橙色
item.hexcasting.dye_colorizer_magenta Magenta Pigment 品红色染色剂 ✔ 术语 magenta => 品红色
item.hexcasting.dye_colorizer_light_blue Light Blue Pigment 淡蓝色染色剂 ⚠ 术语异常 light => 光
✔ 术语 blue => 蓝色
✔ 术语 light blue => 淡蓝色
item.hexcasting.dye_colorizer_yellow Yellow Pigment 黄色染色剂 ✔ 术语 yellow => 黄色
item.hexcasting.dye_colorizer_lime Lime Pigment 黄绿色染色剂 ✔ 术语 lime => 黄绿色
item.hexcasting.dye_colorizer_pink Pink Pigment 粉红色染色剂 ✔ 术语 pink => 粉红色
item.hexcasting.dye_colorizer_gray Gray Pigment 灰色染色剂 ✔ 术语 gray => 灰色
item.hexcasting.dye_colorizer_light_gray Light Gray Pigment 淡灰色染色剂 ⚠ 术语异常 light => 光
✔ 术语 gray => 灰色
✔ 术语 light gray => 淡灰色
item.hexcasting.dye_colorizer_cyan Cyan Pigment 青色染色剂 ✔ 术语 cyan => 青色
item.hexcasting.dye_colorizer_purple Purple Pigment 紫色染色剂 ✔ 术语 purple => 紫色
item.hexcasting.dye_colorizer_blue Blue Pigment 蓝色染色剂 ✔ 术语 blue => 蓝色
item.hexcasting.dye_colorizer_brown Brown Pigment 棕色染色剂 ✔ 术语 brown => 棕色
item.hexcasting.dye_colorizer_green Green Pigment 绿色染色剂 ✔ 术语 green => 绿色
item.hexcasting.dye_colorizer_red Red Pigment 红色染色剂 ✔ 术语 red => 红色
item.hexcasting.dye_colorizer_black Black Pigment 黑色染色剂 ✔ 术语 black => 黑色
item.hexcasting.creative_unlocker.tooltip.1 Consume to unlock all %s knowledge. 食用以解锁所有有关%s的知识。 ⚠ 术语异常 all => 全部
block.hexcasting.akashic_bookshelf Akashic Bookshelf 阿卡夏书架 ✔ 术语 bookshelf => 书架
block.hexcasting.slate_block Block of Slate 板岩块 ✔ 术语 block of => 块
block.hexcasting.amethyst_dust_block Block of Amethyst Dust 紫水晶粉块 ⚠ 术语异常 block of amethyst => 紫水晶块
✔ 术语 block of => 块
block.hexcasting.amethyst_tiles Amethyst Tiles 紫水晶瓦 ✔ 术语 tiles => 瓦
block.hexcasting.scroll_paper Scroll Paper 纸卷轴 ✔ 术语 paper => 纸
block.hexcasting.ancient_scroll_paper Ancient Scroll Paper 远古纸卷轴 ✔ 术语 paper => 纸
block.hexcasting.scroll_paper_lantern Paper Lantern 纸灯笼 ✔ 术语 lantern => 灯笼
✔ 术语 paper => 纸
block.hexcasting.ancient_scroll_paper_lantern Ancient Paper Lantern 远古纸灯笼 ✔ 术语 lantern => 灯笼
✔ 术语 paper => 纸
block.hexcasting.akashic_log Edified Log 启迪原木 ✔ 术语 log => 原木
block.hexcasting.akashic_log_stripped Stripped Edified Log 去皮启迪原木 ✔ 术语 log => 原木
✔ 术语 stripped => 去皮
block.hexcasting.akashic_wood Edified Wood 启迪木 ⚠ 术语异常 wood => 木头
block.hexcasting.akashic_wood_stripped Stripped Edified Wood 去皮启迪木 ⚠ 术语异常 wood => 木头
✔ 术语 stripped => 去皮
block.hexcasting.akashic_planks Edified Planks 启迪木板 ✔ 术语 planks => 木板
block.hexcasting.akashic_door Edified Door 启迪木门 ✔ 术语 door => 门
block.hexcasting.akashic_trapdoor Edified Trapdoor 启迪木活板门 ✔ 术语 trapdoor => 活板门
block.hexcasting.akashic_stairs Edified Stairs 启迪木楼梯 ✔ 术语 stairs => 楼梯
block.hexcasting.akashic_slab Edified Slab 启迪木台阶 ✔ 术语 slab => 台阶
block.hexcasting.akashic_button Edified Button 启迪木按钮 ✔ 术语 button => 按钮
block.hexcasting.akashic_pressure_plate Edified Pressure Plate 启迪木压力板 ✔ 术语 pressure plate => 压力板
block.hexcasting.akashic_leaves1 Amethyst Edified Leaves 晶紫启迪树叶 ✔ 术语 leaves => 树叶
block.hexcasting.akashic_leaves2 Aventurine Edified Leaves 砂蓝启迪树叶 ✔ 术语 leaves => 树叶
block.hexcasting.akashic_leaves3 Citrine Edified Leaves 晶黄启迪树叶 ✔ 术语 leaves => 树叶
hexcasting.spelldata.unknown Unknown data (this is a bug) 未知数据(这是个bug) ⚠ 术语异常 data => 数据模式
hexcasting.spelldata.entity.whoknows An Entity (this should only show up if this was stored before the 0.5.0 update, use Scribe's Reflection, Scribe's Gambit to fix) 实体(应只会在0.5.0版本前存入的核心上显示,用书吏之精思和书吏之策略修复) ⚠ 术语异常 up => 向上
✔ 术语 entity => 实体
tag.hexcasting.akashic_planks Edified Planks 启迪木板 ✔ 术语 planks => 木板
emi.category.hexcasting.villager_profession Villager Profession 村民职业 ✔ 术语 villager => 村民
advancement.hexcasting:enlightenment.desc Go nearly insane from casting a hex using almost all of your health. 因施放咒术至生命将尽而几近疯狂 ⚠ 术语异常 all => 全部
stat.hexcasting.patterns_drawn Patterns Drawn 绘制图案次数 ✔ 术语 drawn => 绘制
command.hexcasting.pats.all Gave you all %d scrolls 给予所有%d张卷轴 ⚠ 术语异常 all => 全部
command.hexcasting.brainsweep.fail.badtype %s is not a villager %s不是村民 ✔ 术语 villager => 村民
hexcasting.debug.mana_withdrawn %s - Mana withdrawn: %s %s - 取出的魔力:%s ✔ 术语 - => -
hexcasting.debug.mana_withdrawn.with_dust %s - Mana withdrawn: %s (%s in dust) %s - 取出的魔力:%s(计%s个紫水晶粉) ✔ 术语 - => -
hexcasting.message.cant_overcast That Hex needed more media than I had... I should double-check my math. 这个咒术需求的媒质量比我有的还多……我应该再算几遍。 ⚠ 术语异常 i => i
hexcasting.message.cant_great_spell The spell failed, somehow... am I not skilled enough? 奇怪,法术没起效……也许我还不够熟练? ⚠ 术语异常 i => i
hexcasting.subtitles.ambiance Hex grid hums 咒术网格:嗡鸣 ⚠ 术语异常 hums => 哼哼
⚠ 术语异常 hums => 嗡嗡作响
hexcasting.subtitles.abacus Abacus clicks 算盘:咔哒 ✔ 术语 clicks => 咔哒
⚠ 术语异常 clicks => 模式变更
⚠ 术语异常 clicks => 转动
hexcasting.subtitles.abacus.shake Abacus shakes 算盘:摇晃 ⚠ 术语异常 shakes => 摇动
⚠ 术语异常 shakes => 晃动
hexcasting.subtitles.spellcircle.add_pattern Spell circle crackles 法术环:噼啪作响 ✔ 术语 crackles => 噼啪作响
hexcasting.subtitles.impetus.cleric.register Cleric Impetus dings 牧师促动石:叮~ ⚠ 术语异常 dings => 升级
hexcasting.spell.hexcasting:get_entity_pos Compass' Purification 指南针之纯化 ✔ 术语 compass => 指南针
hexcasting.spell.hexcasting:circle/impetus_dir Lodestone Reflection 磁石之精思 ✔ 术语 lodestone => 磁石
hexcasting.spell.hexcasting:index_of Locator's Distillation 定位器之馏化 ✔ 术语 locator => 定位器
hexcasting.spell.hexcasting:get_entity Entity Purification 实体之纯化 ✔ 术语 entity => 实体
hexcasting.spell.hexcasting:get_entity/animal Entity Prfn.: Animal 实体之纯化:动物 ✔ 术语 entity => 实体
hexcasting.spell.hexcasting:get_entity/monster Entity Prfn.: Monster 实体之纯化:怪物 ✔ 术语 entity => 实体
hexcasting.spell.hexcasting:get_entity/item Entity Prfn.: Item 实体之纯化:物品 ✔ 术语 item => 物品
✔ 术语 entity => 实体
hexcasting.spell.hexcasting:get_entity/player Entity Prfn.: Player 实体之纯化:玩家 ✔ 术语 player => 玩家
✔ 术语 entity => 实体
hexcasting.spell.hexcasting:get_entity/living Entity Prfn.: Living 实体之纯化:生物 ✔ 术语 entity => 实体
hexcasting.spell.hexcasting:zone_entity/item Zone Dstl.: Item 区域之馏化:物品 ✔ 术语 item => 物品
hexcasting.spell.hexcasting:zone_entity/player Zone Dstl.: Player 区域之馏化:玩家 ✔ 术语 player => 玩家
hexcasting.spell.hexcasting:pow_proj Power Distillation 乘方之馏化 ⚠ 术语异常 power => 力量
hexcasting.spell.hexcasting:greater_eq Maximus Distillation II 至大之馏化,第二型 ⚠ 术语异常 ii => ii
hexcasting.spell.hexcasting:less_eq Minimus Distillation II 至小之馏化,第二型 ⚠ 术语异常 ii => ii
hexcasting.spell.hexcasting:explode/fire Fireball 火球 ✔ 术语 fireball => 火球
hexcasting.spell.hexcasting:break_block Break Block 破坏方块 ⚠ 术语异常 break => 挖掘
⚠ 术语异常 break => 损坏
hexcasting.spell.hexcasting:craft/cypher Craft Cypher 制作杂件 ⚠ 术语异常 craft => 合成
hexcasting.spell.hexcasting:craft/trinket Craft Trinket 制作缀品 ⚠ 术语异常 craft => 合成
hexcasting.spell.hexcasting:craft/artifact Craft Artifact 制作造物 ⚠ 术语异常 craft => 合成
hexcasting.spell.hexcasting:craft/battery Craft Phial 制作试剂瓶 ⚠ 术语异常 craft => 合成
hexcasting.spell.hexcasting:recharge Recharge Item 重新充能 ⚠ 术语异常 item => 物品
hexcasting.spell.hexcasting:erase Erase Item 清除物品 ✔ 术语 item => 物品
hexcasting.spell.hexcasting:create_water Create Water 制造水源 ✔ 术语 water => 水
hexcasting.spell.hexcasting:destroy_water Destroy Water 清除水源 ⚠ 术语异常 destroy => 摧毁
✔ 术语 water => 水
hexcasting.spell.hexcasting:conjure_light Conjure Light 构筑光源 ✔ 术语 light => 光
hexcasting.spell.hexcasting:edify Edify Sapling 启迪树苗 ✔ 术语 sapling => 树苗
hexcasting.spell.hexcasting:potion/weakness White Sun's Nadir 白阳西沉 ⚠ 术语异常 white => 白色
hexcasting.spell.hexcasting:potion/levitation Blue Sun's Nadir 蓝阳西沉 ⚠ 术语异常 blue => 蓝色
hexcasting.spell.hexcasting:potion/wither Black Sun's Nadir 黑阳西沉 ⚠ 术语异常 black => 黑色
hexcasting.spell.hexcasting:potion/poison Red Sun's Nadir 红阳西沉 ⚠ 术语异常 red => 红色
hexcasting.spell.hexcasting:potion/slowness Green Sun's Nadir 绿阳西沉 ⚠ 术语异常 green => 绿色
hexcasting.spell.hexcasting:potion/regeneration White Sun's Zenith 白阳当空 ⚠ 术语异常 white => 白色
hexcasting.spell.hexcasting:potion/night_vision Blue Sun's Zenith 蓝阳当空 ⚠ 术语异常 blue => 蓝色
hexcasting.spell.hexcasting:potion/absorption Black Sun's Zenith 黑阳当空 ⚠ 术语异常 black => 黑色
hexcasting.spell.hexcasting:potion/haste Red Sun's Zenith 红阳当空 ⚠ 术语异常 red => 红色
hexcasting.spell.hexcasting:potion/strength Green Sun's Zenith 绿阳当空 ⚠ 术语异常 green => 绿色
hexcasting.spell.hexcasting:create_lava Create Lava 制造熔岩 ✔ 术语 lava => 熔岩
hexcasting.spell.hexcasting:writable Auditor's Purification II 审计员之纯化,第二型 ⚠ 术语异常 ii => ii
hexcasting.mishap.invalid_value.class.entity.item an item entity 一个物品实体 ✔ 术语 item => 物品
✔ 术语 entity => 实体
hexcasting.mishap.invalid_value.class.entity.player a player 一个玩家 ✔ 术语 player => 玩家
hexcasting.mishap.invalid_value.class.entity.villager a villager 一个村民 ✔ 术语 villager => 村民
hexcasting.mishap.invalid_value.class.entity.living a living entity 一个生物 ⚠ 术语异常 entity => 实体
hexcasting.mishap.invalid_value.class.entity an entity 一个实体 ✔ 术语 entity => 实体
hexcasting.mishap.too_many_close_parens Used Retrospection without first using Introspection 在绘制反思前未先绘制内省 ⚠ 术语异常 used => 使用
hexcasting.mishap.bad_item.mana a media-containing item 含有媒质的物品 ✔ 术语 item => 物品
hexcasting.mishap.bad_item.mana_for_battery a raw media item 天然含有媒质的物品 ✔ 术语 item => 物品
⚠ 术语异常 raw => 粗, 生
hexcasting.mishap.bad_item.only_one exactly one item 仅一个物品 ✔ 术语 item => 物品
hexcasting.mishap.bad_item.eraseable an eraseable item 一个可清除的物品 ✔ 术语 item => 物品
hexcasting.mishap.bad_item.bottle a glass bottle 一个玻璃瓶 ✔ 术语 glass => 玻璃
✔ 术语 glass bottle => 玻璃瓶
hexcasting.mishap.bad_item.rechargable a rechargable item 一个可重新充能的物品 ✔ 术语 item => 物品
hexcasting.mishap.bad_block.sapling a sapling 一个树苗 ✔ 术语 sapling => 树苗
hexcasting.mishap.bad_brainsweep The %s rejected the villager's mind %s排斥此村民的意识 ✔ 术语 villager => 村民
hexcasting.mishap.already_brainswept The villager has already been used 此村民已被使用 ✔ 术语 used => 使用
✔ 术语 villager => 村民
hexcasting.mishap.divide_by_zero.zero.power zeroth power 零次幂 ⚠ 术语异常 power => 力量
hexcasting.mishap.divide_by_zero.power power of %s %s次幂 ⚠ 术语异常 power => 力量
hexcasting.mishap.no_akashic_record No Akashic Record at %s %s处无阿卡夏记录 ⚠ 术语异常 no => 否
hexcasting.landing I seem to have discovered a new method of magical arts, in which one draws patterns strange and wild onto a hexagonal grid. It fascinates me. I've decided to start a journal of my thoughts and findings.$(br2)$(l:https://discord.gg/4xxHGYteWk)Discord Server Link/$ 我似乎发现了一种全新的魔法,一种在六边形网格上画各式奇诡图案的魔法。它深深地迷住了我。我决定着手撰写一本记述我对此的想法和研究的笔记。$(br2)$(l:https://discord.gg/4xxHGYteWk)Discord链接/$ ✔ 术语 i => i
hexcasting.entry.basics.desc The practitioners of this art would cast their so-called _Hexes by drawing strange patterns in the air with a $(l:items/staff)$(item)staff/$-- or craft $(l:items/hexcasting)$(item)powerful magical items/$ to do the casting for them. How might I do the same? 研究这种魔法的人士会用$(l:items/staff)$(item)法杖/$在空中绘制奇异的图案来施放他们口中的“$(hex)咒术/$”,他们也会让$(l:items/hexcasting)$(item)强大的魔法物品/$替他们施法。我应该也可以这样做? ✔ 术语 i => i
⚠ 术语异常 air => 空气
⚠ 术语异常 craft => 合成
hexcasting.entry.casting.desc I've started to understand how the old masters cast their _Hexes! It's a bit complicated, but I'm sure I can figure it out. Let's see... 我好像已经开始理解以前的咒法师们是如何施放$(hex)咒术/$的了!虽然有些复杂,但我坚信我能理清其中脉络。继续研究吧…… ⚠ 术语异常 i => i
⚠ 术语异常 old => 旧世界类型
hexcasting.entry.items Items 物品 ✔ 术语 items => 物品
hexcasting.entry.items.desc I devote this section to the magical and mysterious items I might encounter in my studies.$(br2)It seems like many of these items have uses when held alongside my $(l:items/staff)$(item)staff/$. I suppose I will have to choose what goes in my other hand carefully. 这部分主要介绍我在研究过程中可能要用到的魔法物品和各类神秘物品。$(br2)似乎这里面的许多物品在和$(l:items/staff)$(item)法杖/$一起持有的时候就会起效。我想我应该谨慎考虑另一只手里要拿什么物品。 ✔ 术语 items => 物品
✔ 术语 i => i
hexcasting.entry.greatwork The Great Work 卓伟之作 ⚠ 术语异常 work => 工作
hexcasting.entry.greatwork.desc I have seen... so much. I have... experienced... annihilation and deconstruction and reconstruction. I have seen the atoms of the world screaming as they were inverted and subverted and demoted to energy. I have seen I have seen I have s$(k)get stick bugged lmao/$ 我所见……甚多。我已……经历……湮灭与解构与重构。我已听闻世上的原子在被翻转而后被搅乱而后消散为能量时的尖啸。我已见我已见我已冂$(k)get stick bugged lmao/$ ✔ 术语 i => i
⚠ 术语异常 stick => 木棍
⚠ 术语异常 inverted => 反向
hexcasting.entry.patterns.desc A list of all the patterns I've discovered, as well as what they do. 我所发现的各式图案,和它们的功用。 ⚠ 术语异常 i => i
⚠ 术语异常 all => 全部
hexcasting.entry.spells.desc Patterns and actions that perform a magical effect on the world. 能以魔法影响到世界的图案和操作。 ⚠ 术语异常 on => 开
⚠ 术语异常 effect => 效果
hexcasting.entry.great_spells.desc The spells catalogued here are purported to be of legendary difficulty and power. They seem to have been recorded only sparsely (for good reason, the texts claim). It's probably just the hogwash of extinct traditionalists, though-- a pattern's a pattern. What could possibly go wrong? 这类法术据信极难施放,但也极为强力。记载它们的文献极为少见(据称理由充分)。这些也许只是某些消亡的传统主义者口中的胡言乱语,不过——它们只是简单的图案罢了,试试看又能出什么错呢? ⚠ 术语异常 difficulty => 难度
hexcasting.page.media.1 _Media is a form of mental energy external to a mind. All living creatures generate trace amounts of _media when thinking about anything; after the thought is finished, the media is released into the environment.$(br2)The art of casting _Hexes is all about manipulating _media to do your bidding. $(media)媒质/$是一种独立于意识的思维能量。所有生物都会在思考时产生痕量的$(media)媒质/$,而在这一思考过程结束后,产生的媒质就会释放至环境中。$(br2)所谓施放$(hex)咒术/$,就是操纵$(media)媒质/$以达成你的目的的过程。 ⚠ 术语异常 all => 全部
⚠ 术语异常 released => 解放
hexcasting.page.media.2 _Media can exert influences on other media-- the strength and type of influence can be manipulated by drawing _media out into patterns.$(p)Scholars of the art used a concentrated blob of _media on the end of a stick: by waving it in the air in precise configurations, they were able to manipulate enough _media with enough precision to influence the world itself, in the form of a _Hex. $(media)媒质/$可以影响其他媒质,而这种影响的强度和种类都可通过将$(media)媒质/$绘制为各式图案来进行控制。$(p)研究这种魔法的学者则会使用接在木棍一端的浓缩的$(media)媒质/$。只要在空中按特定模式挥舞,学者们就能以足够的精度操控足量的$(media)媒质/$来影响世界,也即“$(hex)咒术/$”。 ⚠ 术语异常 end => end
⚠ 术语异常 on => 开
✔ 术语 used => 使用
⚠ 术语异常 air => 空气
⚠ 术语异常 strength => 力量
⚠ 术语异常 the end => 末地, 末路之地
⚠ 术语异常 the end => 末地
⚠ 术语异常 end => 末地, 末路之地
hexcasting.page.media.3 Sadly, even a fully sentient being (like myself, presumably) can only generate miniscule amounts of _media. It would be quite impractical to try and use my own brainpower to cast Hexes.$(br2)But legend has it that there are underground deposits where _media slowly accumulates, growing into crystalline forms.$(p)If I could just find one of those... 遗憾的是,就算感知能力较强的生物(也许我自己也算)也只能产生微量的$(media)媒质/$。只凭自己的大脑来施放咒术不太实际。$(br2)但传说地下存在着特殊的矿床,$(media)媒质/$会在其中缓慢累积,并生长为晶体。$(p)真希望我能找到一处…… ✔ 术语 i => i
hexcasting.page.geodes.1 Aha! While mining deep underground, I found an enormous geode resonating with energy-- energy which pressed against my skull and my thoughts. And now, I hold that pressure in my hand, in solid form. That proves it. This $(italic)must/$ be the place spoken about in legends where _media accumulates.$(br2)These $(l:items/amethyst)$(item)amethyst crystals/$ must be a $(l:items/amethyst)$(thing)convenient, solidified form of _Media/$. 啊哈!在地下挖矿时,我找到了一个巨大的、满溢着能量的晶洞。其中的能量压迫着我的颅骨和思维。而现在,我手里就有一块那种压迫的来源,一块固体。传说是真的。这块固体$(italic)一定/$就是传说中$(media)媒质/$累积的产物。$(br2)这些$(l:items/amethyst)$(item)紫水晶/$肯定就是$(l:items/amethyst)$(thing)一种便于使用的,固态的$(media)媒质/$。 ✔ 术语 i => i
⚠ 术语异常 hold => 按住
hexcasting.page.geodes.2 It appears that, in addition to the $(l:items/amethyst)$(item)Amethyst Shards/$ I have seen in the past, these crystals can also drop bits of powdered $(l:items/amethyst)$(item)Amethyst Dust/$, as well as these $(l:items/amethyst)$(item)Charged Amethyst Crystals/$. It looks like I'll have a better chance of finding the $(l:items/amethyst)$(item)Charged Amethyst Crystals/$ by using a Fortune pickaxe. 似乎除了我往常碰到的$(l:items/amethyst)$(item)紫水晶碎片/$,这些水晶还会掉落些许粉末状的$(l:items/amethyst)$(item)紫水晶粉/$,也有可能掉落$(l:items/amethyst)$(item)充能紫水晶/$。而且好像附有时运的镐子挖出$(l:items/amethyst)$(item)充能紫水晶/$的概率更大。 ✔ 术语 i => i
⚠ 术语异常 appears => 现身
✔ 术语 amethyst shard => 紫水晶碎片
✔ 术语 fortune => 时运
⚠ 术语异常 drop => 丢弃
hexcasting.page.geodes.3 As I take the beauty of the crystal in, I can feel connections flashing wildly in my mind. It's like the _media in the air is entering me, empowering me, elucidating me... It feels wonderful.$(br2)Finally, my study into the arcane is starting to make some sense!$(p)Let me reread those old legends again, now that I know what I'm looking at. 而在欣赏这些水晶的美的时候,我能感受到某种连接迅速闪过我的意识。就好像空气中的$(media)媒质/$正在流入我的脑海,正给予我更强的力量,正为我启迪全新知识……这种感觉真不错。$(br2)我总算是入门了!$(p)我要再读几遍那些古老的传说,我总算能理解我在读什么了。 ✔ 术语 i => i
✔ 术语 air => 空气
⚠ 术语异常 old => 旧世界类型
✔ 术语 crystal => 水晶
hexcasting.page.couldnt_cast.1 Argh! Why won't it let me cast the spell?!$(br2)The scroll I found rings with authenticity. I can $(italic)feel/$ it humming in the scroll-- the pattern is true, or as true as it can be. The spell is $(italic)right there/$.$(p)But it feels as if it's on the other side of some thin membrane. I called it-- it tried to manifest-- yet it $(italic)COULD NOT/$. 为什么我就是施不了这个法术?!$(br2)我找到的卷轴货真价实。我能$(italic)感受/$到卷轴的嗡鸣——图案是真的,真的不能再真了。法术$(italic)就在里面/$。$(p)但感觉起来它好像处在某种薄膜的另一侧。我试过召唤它——它也想要起效——但它$(italic)做不到/$。 ✔ 术语 i => i
⚠ 术语异常 on => 开
⚠ 术语异常 rings => 响起
hexcasting.page.couldnt_cast.2 It felt like the barrier may have weakened ever so slightly from the force that I exerted on the spell; yet despite my greatest efforts-- my deepest focus, my finest amethyst, my precisest drawings-- it $(italic)refuses/$ to cross the barrier. It's maddening.$(p)$(italic)This/$ is where my arcane studies end? Cursed by impotence, cursed to lose my rightful powers?$(br2)I should take a deep breath. I should meditate on what I have learned, even if it wasn't very much... 好像那层屏障会因我施法时用的魔力而被缓慢地削弱。但就算我用尽全力——最大程度地专注,最精致的紫水晶,最精确的图案——它$(italic)就是不肯/$跨过那个屏障。真是惹人上火。难道我对魔法的研究就$(p)$(italic)止步于此/$了吗?就因为我无力施法,我就要放弃那些力量了吗?$(br2)深呼吸。我应该仔细回顾我曾学到的知识,就算可能加起来也没多少…… ✔ 术语 i => i
⚠ 术语异常 on => 开
✔ 术语 barrier => 屏障
hexcasting.page.couldnt_cast.3 ...After careful reflection... I have discovered a change in myself.$(p)It seems... in lieu of $(l:items/amethyst)$(item)amethyst/$, I've unlocked the ability to cast spells using my own mind and life energy-- just as I read of in the legends of old.$(p)I'm not sure why I can now. It's just... the truth-knowledge-burden was always there, and I see it now. I know it. I bear it.$(br2)Fortunately, I feel my limits as well-- I would get approximately two $(l:items/amethyst)$(item)Charged Amethyst/$'s worth of _media out of my health at its prime. ……经过仔细回顾……我发现我自己发生了改变。$(p)似乎……拜$(l:items/amethyst)$(item)紫水晶/$所赐,我能仅凭我自身的意识和生命能量来施放法术,就和传说中说的一样。$(p)我不清楚我为什么做得到。只是……获得真知的代价就在那里,而我现在知道了那个代价是什么。我要去承受它。$(br2)幸运的是,我也清楚我的极限在哪里——我的生命力最旺盛时大概就相当于两个$(l:items/amethyst)$(item)充能紫水晶/$中的$(media)媒质/$。 ✔ 术语 i => i
✔ 术语 health => 生命
hexcasting.page.couldnt_cast.4 I shudder to even consider it-- I've kept my mind mostly intact so far, in my studies. But the fact is-- I form one side of a tenuous link.$(p)I'm connected to some other side-- a side whose boundary has thinned from that trauma. A place where simple actions spell out eternal glory.$(p)Is it so wrong, to want it for myself? 只是想想都让我打颤——直到现在,我都在研究中保持了自身意识的大体完整。但这样做的结果就是,我只建立了单向而脆弱的连接。$(p)我与屏障的另一侧是相连的,其间的屏障已因我的挫折而受了削弱。而在屏障的另一侧,仅是简单的操作,就能带来永恒的荣耀。$(p)我想要拥有那份力量,是否就大错特错? ⚠ 术语异常 i => i
hexcasting.entry.start_to_see WHAT DID I SEE 我看到了什么? ⚠ 术语异常 i => i
hexcasting.page.start_to_see.2 That... that was...$(p)...that was one of the $(italic)worst/$ things I've $(italic)ever/$ experienced. I offered my plan to Nature, and got a firm smile and a tearing sensation in return-- a piece of myself breaking away, like amethyst dust in the rain.$(p)I feel lucky to have $(italic)survived/$, much less have the sagacity to write this-- I should declare the matter closed, double-check my math before I cast any more _Hexes, and never make such a mistake again. 那……那是……$(p)……那是我所经历过的$(italic)最糟糕/$的事了。我向自然呈现了我的规划,得来的是一个坚定的笑容和一种被撕裂的感受——我的一部分破碎了,就好像雨中四散的紫水晶粉。$(p)只是$(italic)存活/$下来都是极大的幸事,更不用说有精力写下这些了。这件事该到此为止,我应该在施放$(hex)咒术/$时多算几遍,绝不能再犯这样的错误。 ✔ 术语 i => i
⚠ 术语异常 breaking => 损坏中
⚠ 术语异常 breaking => 挖掘
hexcasting.page.start_to_see.3 ...But.$(br2)But for the scarcest instant, that part of myself... it $(italic)saw/$... $(l:greatwork/the_work)$(thing)something/$. A place-- a design, perhaps? (Such distinctions didn't seem to matter in the face of... that.)$(p)And a... a membrane-barrier-skin-border, separating myself from a realm of raw thought-flow-light-energy. I remember-- I saw-thought-recalled-felt-- the barrier fuzzing at its edges, just so slightly.$(p)I wanted $(italic)through./$ ……但是。$(br2)但是在那最为神圣的一刻,我破碎的那一部分……它$(italic)看见了/$……$(l:greatwork/the_work)$(thing)一些东西/$。一个地方——也许是一件作品?(这种定义对……那种事物来说不值一提)$(p)和一张……一个薄膜-屏障-薄层-界限,将我和单纯的思维-能流-光-能量的领域隔绝开来。我记得——我看见-想到-回忆起-感受到——那个屏障的边缘变得模糊了,稍稍地模糊了。$(p)我想要$(italic)穿过它/$。 ✔ 术语 i => i
✔ 术语 barrier => 屏障
⚠ 术语异常 raw => 粗, 生
hexcasting.page.start_to_see.4 I shouldn't. I $(italic)know/$ I shouldn't. It's dangerous. It's too dangerous. The force required... I'd have to bring myself within a hair's breadth of Death itself with a $(italic)single stroke/$.$(br2)But I'm. So. $(italic)Close/$.$(p)$(italic)This/$ is the culmination of my art. This is the $(#54398a)Enlightenment/$ I've been seeking. $(br2)I want more. I need to see it again. I $(italic)will/$ see it.$(p)What is my mortal mind against immortal glory? 但我不应该。我也$(italic)清楚/$我不应该。那很危险。非常非常危险。跨越需要的力量……我必须仅凭$(italic)一次施法/$就让我自己濒临死亡。$(br2)但我,就是,$(italic)不甘心/$。$(p)$(italic)这/$就是我魔法的集大成之作。这就是我所追求的$(#54398a)启迪/$。$(br2)我还想知道更多。我要再看到那场景。我$(italic)必将/$再见。$(p)我脆弱的意识和永恒的荣耀相比,又算得上什么呢? ✔ 术语 i => i
hexcasting.page.101.1 Casting a _Hex is quite difficult-- no wonder this art was lost to time! I'll have to re-read my notes carefully.$(br2)I can start a _Hex by pressing $(k:use) with a $(l:items/staff)$(item)Staff/$ in my hand-- this will cause a hexagonal grid of dots to appear in front of me. Then I can click and drag from dot to dot to draw patterns in the _media of the grid; finishing a pattern will run its corresponding action (more on that later). 施放$(hex)咒术/$难度颇高,也难怪这门学问早已遗落!我必须要仔细回看我的笔记。$(br2)我可以手持$(l:items/staff)$(item)法杖/$按下$(k:use)来施放$(hex)咒术/$,而后就会浮现一个按六边形网格排列的点阵。然后便可在点阵上单击并拖动以在网格的$(media)媒质/$中绘制图案。绘制完一个图案就会立刻执行其对应的操作(详情见后)。 ✔ 术语 i => i
⚠ 术语异常 no => 否
⚠ 术语异常 on => 开
⚠ 术语异常 click => 生火
⚠ 术语异常 click => 剪断
hexcasting.page.101.2 Once I've drawn enough patterns to cast a spell, the grid will disappear as the _media I've stored up is released. Holding $(k:sneak) while using my $(l:items/staff)$(item)staff/$ will also clear the grid, if I don't mind the chance of mishap. (It seems that the more _media I've built up, the more likely I'll meet misfortune.)$(br2)So how do patterns work? In short:$(li)$(italic)Patterns/$ will execute...$(li)$(italic)Actions/$, which manipulate...$(li)$(l:casting/stack)$(italic)The Stack/$, which is a list of...$(li)$(italic)Iotas/$, which are simply units of information. 当我绘制的图案足以施法时,网格就会消失,而我累积起来的$(media)媒质/$也会被释放。按住$(k:sneak)时使用$(l:items/staff)$(item)法杖/$也能清空网格,如果完全不在乎会不会出现事故的话。(似乎我累积的$(media)媒质/$越多,就越有可能导致事故)$(br2)所以图案是如何起效的呢?简而言之:$(li)$(italic)图案/$会执行……$(li)$(italic)操作/$,其会操控……$(li)$(l:casting/stack)$(italic)栈/$,也即一列表的……$(li)$(italic)Iota/$,就是以单位计的信息。 ✔ 术语 i => i
⚠ 术语异常 up => 向上
✔ 术语 drawn => 绘制
hexcasting.page.101.3 First, $(thing)patterns/$. These are essential-- they're what I use to manipulate the _media around me. Certain patterns, when drawn, will cause $(thing)actions/$ to happen. Actions are what actually $(italic)do/$ the magic; all patterns influence _media in particular ways, and when those influences end up doing something useful, we call it an action.$(br2)_Media can be fickle: if I draw an invalid pattern, I'll get some $(l:casting/influences)$(action)garbage/$ result somewhere on my stack (read on...) 首先,$(thing)图案/$。它们是咒术的必需物,可用它们来操控周围的$(media)媒质/$。部分图案在被绘制时,会执行$(thing)操作/$。操作是$(italic)实际产生/$魔法效果的事物。所有图案都会以某种方式影响$(media)媒质/$,而当这些影响实际有用时,我们就称其为操作。$(br2)$(media)媒质/$是易变的,如果我绘制了无效的图案,栈上某处就会出现$(l:casting/influences)$(action)垃圾/$(详情见后)。 ⚠ 术语异常 end => end
✔ 术语 i => i
⚠ 术语异常 all => 全部
⚠ 术语异常 up => 向上
⚠ 术语异常 on => 开
⚠ 术语异常 end => 末地, 末路之地
hexcasting.page.101.5 A _Hex is cast by drawing (valid) actions in sequence. Each action might do one of a few things:$(li)Gather some information about the environment, leaving it on the top of the stack;$(li)manipulate the info gathered (e.g. adding two numbers); or$(li)perform some magical effect, like summoning lightning or an explosion. (These actions are called "spells.")$(p)When I start casting a _Hex, it creates an empty stack. Actions manipulate the top of that stack. $(hex)咒术/$是通过按顺序绘制(有效的)图案施放的。每个操作都能完成如下几件事中的一件:$(li)获取有关环境的信息,然后将其置于栈顶。$(li)操控获取到的信息(例如加和两个数)。或者$(li)产生魔法效果,例如召唤闪电或产生爆炸。(这些操作被称为“法术”。)$(p)在开始施放$(hex)咒术/$时会自动创建一个空栈。操作会影响栈顶的若干元素。 ✔ 术语 i => i
✔ 术语 on => 开
hexcasting.page.101.6 For example, $(l:patterns/basics#hexcasting:get_caster)$(action)Mind's Reflection/$ will create an iota representing $(italic)me/$, the caster, and add it to the top of the stack. $(l:patterns/basics#hexcasting:get_entity_pos)$(action)Compass Purification/$ will take the iota at the top the stack, if it represents an entity, and transform it into an iota representing that entity's location.$(br2)So, drawing those patterns in that order would result in an iota on the stack representing my position. 例如,$(l:patterns/basics#hexcasting:get_caster)$(action)意识之精思/$会创建一个代表$(italic)我/$,即施法者的 iota,并将其置于栈顶。$(l:patterns/basics#hexcasting:get_entity_pos)$(action)指南针之纯化/$会接受栈顶的 iota(前提是该 iota 代表一个实体),并将其转换为代表该实体位置的 iota。$(br2)所以,依序绘制上述图案就会在栈顶创建一个代表我的位置的 iota。 ⚠ 术语异常 on => 开
✔ 术语 entity => 实体
hexcasting.page.101.7 $(thing)Iotas/$ can represent things like myself or my position, but there are several other types I can manipulate with $(thing)Actions$(0). Here's a comprehensive list:$(li)Numbers (which some legends called "doubles");$(li)Vectors, a collection of three numbers representing a position, movement, or direction in the world; $(thing)Iota/$ 可以代表诸如我、我的位置等具体事物,也可以代表其他几种能用$(thing)操作/$进行操控的事物。如下是一份全面介绍:$(li)数(某些文献称之为“双精度数”)。$(li)向量,一种可代表世界中位置、运动或方向的,由三个数组成的集合。 ✔ 术语 i => i
hexcasting.page.101.8 $(li)Entities, like myself, chickens, and minecarts;$(li)Influences, peculiar types of iota that seem to represent abstract ideas;$(li)Patterns themselves, used for crafting magic items and truly mind-boggling feats like $(italic)spells that cast other spells/$; and$(li)A list of several of the above, gathered into a single iota. $(li)实体,如我自己、鸡、矿车等。$(li)虚指,一种代表抽象概念的奇怪的 iota。$(li)图案,用于制作魔法物品,也用在某些烧脑的咒术中,如$(italic)能施放其他法术的法术/$。还有$(li)列表,可由上述任意类型的 iota 构成的列表,其本身相当于一个 iota。 ✔ 术语 items => 物品
⚠ 术语异常 used => 使用
⚠ 术语异常 crafting => 合成
hexcasting.page.101.9 Of course, there's no such thing as a free lunch. All spells, and certain other actions, require _media as payment.$(br2)The best I can figure, a _Hex is a little bit like a plan of action presented to Nature-- in this analogy, the _media is used to provide the arguments to back it up, so Nature will accept your plan and carry it out. 当然,天上不会掉馅饼。所有法术和一些操作会消耗$(media)媒质/$。$(br2)我个人认为,$(hex)咒术/$有点像呈现在自然面前的一个对各类操作的规划。要这么类比的话,$(media)媒质/$便是用来为这个规划提供各式参数和运行支持的能源,而自然会接受你的规划并付诸实践。 ✔ 术语 i => i
⚠ 术语异常 all => 全部
⚠ 术语异常 back => 返回
⚠ 术语异常 no => 否
⚠ 术语异常 used => 使用
hexcasting.page.101.10 That aside, it doesn't seem like anyone has done much research on exactly how $(italic)much/$ any particular piece of $(l:items/amethyst)$(item)amethyst/$ is valued. The best I can tell, an $(l:items/amethyst)$(item)Amethyst Shard/$ is worth about five pieces of $(l:items/amethyst)$(item)Amethyst Dust/$, and a $(l:items/amethyst)$(item)Charged Amethyst Crystal/$ is worth about ten.$(br2)Strangely enough, it seems like no other form of $(l:items/amethyst)$(item)amethyst/$ is suitable to be used in the casting of a _Hex. I suspect that whole blocks or crystals are too solid to be easily unraveled into _media. 除此之外,似乎没人研究过每块$(l:items/amethyst)$(item)紫水晶/$到底含有$(italic)多少/$媒质。我只能得出,一个$(l:items/amethyst)$(item)紫水晶碎片/$大概和五个$(l:items/amethyst)$(item)紫水晶粉/$相当,而一个$(l:items/amethyst)$(item)充能紫水晶/$大概与十个相当。$(br2)而且奇怪之处在于$(l:items/amethyst)$(item)紫水晶/$的其余形态均不适于施放$(hex)咒术/$。推测是因为紫水晶块和晶簇固化程度过高,导致无法轻易拆散为$(media)媒质/$。 ⚠ 术语异常 blocks => 方块
✔ 术语 i => i
⚠ 术语异常 done => 完成
⚠ 术语异常 no => 否
⚠ 术语异常 on => 开
⚠ 术语异常 blocks => 格挡
⚠ 术语异常 used => 使用
✔ 术语 amethyst shard => 紫水晶碎片
hexcasting.page.101.11 It's also worth noting that each action will consume the _media it needs immediately, rather than all at once when the Hex finishes. Also, an action will always consume entire items-- an action that only requires one $(l:items/amethyst)$(item)Amethyst Dust/$'s worth of _media will consume an entire $(l:items/amethyst)$(item)Charged Amethyst Crystal/$, if that's all that's present in my inventory.$(br2)Thus, it might be a good idea to bring dust for spellcasting too-- waste not, want not... 还需格外注意的是每次操作会在执行时立刻消耗其所需的$(media)媒质/$,而非在整个咒术结束时消耗。而且,一次操作会消耗一个物品组,如只需要一个$(l:items/amethyst)$(item)紫水晶粉/$量的$(media)媒质/$的操作也会消耗一整组$(l:items/amethyst)$(item)充能紫水晶/$,前提是物品栏里只有那一组。$(br2)因此,将紫水晶粉碎是个不错的点子。勤俭节约,吃穿不缺。 ⚠ 术语异常 all => 全部
hexcasting.page.101.12 I should also be careful to make sure I actually have enough Amethyst in my inventory-- some old texts say that Nature is happy to use one's own mind as payment instead. They describe the feeling as awful but strangely euphoric, "[...] an effervescent dissolution into light and energy..." Perhaps that's why all the old practitioners of the art went mad. I can't imagine burning pieces of my mind for power is $(italic)healthy/$. 还要注意物品栏内一定要有足够的紫水晶。一些古代文献提及,自然也会将施法者的意识用作媒质。文献也有提到那种感觉很糟糕但又奇怪地让人兴奋,“……热烈地溶解入光与能量中……”。也许这就是为何先前的研究者们最终都疯了。我完全不觉得为力量而放弃部分意识会对身体有任何$(italic)好处/$。 ✔ 术语 i => i
⚠ 术语异常 all => 全部
✔ 术语 light => 光
✔ 术语 power => 力量
⚠ 术语异常 old => 旧世界类型
hexcasting.page.101.13 Maybe something's changed, though. In my experiments, I've never managed to do it; if I run out of _media, the spell will simply fail to cast, as if some barrier is blocking it from harming me. $(br2)It would be interesting to get to the bottom of that mystery, but for now I suppose it'll keep me safe. 但也许确实有什么和之前不同了。在我的实验中,我从没遇到过文献中提到的情况。如果$(media)媒质/$不够了,法术只是单纯地施放不了,就好像有什么屏障在防止我被伤到一样。$(br2)对此刨根问底肯定能得出有趣的结论,但现在就暂时认为它会保护我吧。 ✔ 术语 i => i
✔ 术语 barrier => 屏障
⚠ 术语异常 blocking => 防御
hexcasting.page.101.14 I have also found an amusing tidbit on why so many practitioners of magic in general seem to go mad, which I may like as some light and flavorful reading not canonical to my world.$(br2)$(italic)Content Warning: some body horror and suggestive elements./$ 我也发现了一则趣闻,主要讲述为何许多魔法研究者都近乎疯癫,是不错的休闲趣味读物,虽然对不上我这里的世界观。$(br2)$(italic)内容警告:部分肉体恐怖与暗示类材料。/$ ⚠ 术语异常 general => 通用
✔ 术语 i => i
⚠ 术语异常 on => 开
⚠ 术语异常 light => 光
hexcasting.page.101.15 Finally, it seems spells have a maximum range of influence, about 32 blocks from my position. Trying to affect anything outside of that will cause the spell to fail.$(br2)Despite this, if I have a player's reference, I can affect them from anywhere. This only applies to affecting them directly, though; I cannot use this to affect the world around them if they're outside of my range.$(br)I ought to be careful when giving out a reference like that. While friendly _Hexcasters could use them to great effect and utility, I shudder to think of what someone malicious might do with this. 最后,法术的影响是有距离限制的,最远大约是距离我 32 格处。若试图影响该范围外的事物,法术便不会生效。$(br2)尽管如此,我可以凭借代表玩家的 iota 在任何地方影响他们。当然影响仅限于玩家本身,若超出我的影响范围,玩家周围的环境便不受影响。$(br)必须谨慎考虑要不要给别人代表我的 iota。友善的$(hex)咒术师们/$可凭此助你行事,但那些心怀鬼胎的就不好说了。 ⚠ 术语异常 blocks => 方块
✔ 术语 i => i
⚠ 术语异常 maximum => 最大
⚠ 术语异常 blocks => 格挡
✔ 术语 player => 玩家
⚠ 术语异常 effect => 效果
hexcasting.entry.vectors A Primer on Vectors 向量入门 ⚠ 术语异常 on => 开
hexcasting.page.vectors.1 It seems I will need to be adroit with vectors if I am to get anywhere in my studies. I have compiled some resources here on vectors if I find I do not know how to work with them.$(br2)First off, an enlightening video on the topic. 如果要深入研究,就要对向量相关的知识足够熟悉。我整理了些讲解向量知识的资料以备不理解时之需。$(br2)首先,来一段富有启发性的视频。(译注:换为B站官方账号网址,原网址为Youtube同视频) ⚠ 术语异常 i => i
⚠ 术语异常 on => 开
⚠ 术语异常 work => 工作
hexcasting.page.vectors.2 Additionally, it seems that the mages who manipulated $(thing)Psi energy/$ (the so-called "spellslingers"), despite their poor naming sense, had some quite-effective lessons on vectors to teach their acolytes. I've taken the liberty of linking to one of their texts on the next page.$(br2)They seem to have used different language for their spellcasting:$(li)A "Spell Piece" was their name for an action;$(li)a "Trick" was their name for a spell; and$(li)an "Operator" was their name for a non-spell action. 此外,似乎操控 $(thing)Psi 能量/$的魔法师们(又称“术式师”)有一些对学徒理解向量大有裨益的课程,虽然他们命名能力不强。我冒昧地在后页提供前往他们课程的链接。$(br2)他们使用了另一套术语:$(li)“术式”对应“操作”。$(li)“启动式”对应“法术”。$(li)“运算符”则对应不是法术的操作。 ⚠ 术语异常 next page => 下一页
✔ 术语 i => i
⚠ 术语异常 on => 开
✔ 术语 used => 使用
hexcasting.page.mishaps.1 Unfortunately, I am not (yet) a perfect being. I make mistakes from time to time in my study and casting of _Hexes; for example, misdrawing a pattern, or trying to an invoke an action with the wrong iotas. And Nature usually doesn't look too kindly on my mistakes-- causing what is called a $(italic)mishap/$. 不幸的是,我(还)不是一个完美的生物。我经常会在研究中和施放$(hex)咒术/$时犯错。比如说,绘制错图案,或是对错误的 iota 进行操作。而自然一般不会宽容我的错误,而是会导致$(italic)事故/$。 ✔ 术语 i => i
⚠ 术语异常 on => 开
hexcasting.page.mishaps.2 A pattern that causes a mishap will glow red in my grid. Depending on the type of mistake, I can also expect a certain deleterious effect and a spray of red and colorful sparks as the mishandled _media curdles into light of a given color.$(br2)I also get a helpful error message in my chat, but a nagging feeling tells that will change once the "mod updates," whatever that means. I shouldn't rely on always having it. 导致事故的图案会在网格中发红光。根据事故的类型,我能大致推断出其造成的有害后果。同时会有一簇红色与各色的火花四散开去,这主要是由处理不当的$(media)媒质/$凝结为某种颜色的光所致。$(br2)聊天栏中则会出现一条错误信息,但某种纠缠不休的感觉告诉我这些都会在“模组更新”后发生改变,没人知道这意味着什么。我不该指望这些信息会一直出现。 ✔ 术语 i => i
✔ 术语 on => 开
✔ 术语 light => 光
✔ 术语 red => 红色
⚠ 术语异常 glow => 发光, 荧光
⚠ 术语异常 effect => 效果
hexcasting.page.mishaps.3 Fortunately, although the bad effects of mishaps are certainly $(italic)annoying/$, none of them are especially destructive in the long term. Nothing better to do than dust myself off and try again ... but I should strive for better anyways.$(br2)Following is a list of mishaps I have compiled. 而幸运的是,虽然所有事故导致的有害效果都$(italic)很烦人/$,但也都不会导致长期毁灭性后果。在哪里跌倒,就要在哪里站起来,然后继续前进……当然也可以选一条更好走的路。$(br2)我整理的所有事故如下所述。 ✔ 术语 i => i
⚠ 术语异常 none => 无
⚠ 术语异常 off => 关
hexcasting.page.mishaps.invalid_pattern The pattern drawn is not associated with any action.$(br2)Causes yellow sparks, and a $(l:casting/influences)$(action)Garbage/$ will be pushed to the top of my stack. 绘制的图案不对应任何操作。$(br2)产生黄色火花,并向栈顶压入一个$(l:casting/influences)$(action)垃圾/$。 ✔ 术语 drawn => 绘制
✔ 术语 yellow => 黄色
hexcasting.page.mishaps.not_enough_iotas The action required more iotas than were on the stack.$(br2)Causes light gray sparks, and as many $(l:casting/influences)$(action)Garbages/$ as would be required to fill up the argument count will be pushed. 该操作需要比当前栈中元素数还多的 iota。$(br2)产生淡灰色火花,并向栈顶压入缺少的参数的数量个$(l:casting/influences)$(action)垃圾/$。 ⚠ 术语异常 up => 向上
⚠ 术语异常 on => 开
⚠ 术语异常 light => 光
✔ 术语 gray => 灰色
✔ 术语 light gray => 淡灰色
hexcasting.page.mishaps.incorrect_iota The action that was executed expected an iota of a certain type for an argument, but it got something invalid. If multiple iotas are invalid, the error message will only tell me about the error deepest in the stack.$(br2)Causes dark gray sparks, and the invalid iota will be replaced with $(l:casting/influences)$(action)Garbage/$. 该操作需要一种特定类型的 iota 作为参数,而实际 iota 无效。如果有多个 iota 无效,错误信息只会提示最靠近栈底的错误。$(br2)产生深灰色火花,无效的 iota 会被替换为$(l:casting/influences)$(action)垃圾/$。 ✔ 术语 gray => 灰色
hexcasting.page.mishaps.vector_out_of_range The action tried to affect the world at a point that was out of my range.$(br2)Causes magenta sparks, and the items in my hands will be yanked out and flung towards the offending location. 该操作试图影响在我影响范围之外的某一位置。$(br2)产生品红色火花,我手中的物品将会掉落并飞向对应位置。 ✔ 术语 items => 物品
✔ 术语 magenta => 品红色
hexcasting.page.mishaps.entity_out_of_range.title Entity Out of Ambit 实体越界 ✔ 术语 entity => 实体
hexcasting.page.mishaps.entity_out_of_range The action tried to affect an entity that was out of my range.$(br2)Causes pink sparks, and the items in my hands will be yanked out and flung towards the offending entity. 该操作试图影响在我影响范围之外的某一实体。$(br2)产生粉红色火花,我手中的物品将会掉落并飞向对应实体。 ✔ 术语 items => 物品
✔ 术语 entity => 实体
✔ 术语 pink => 粉红色
hexcasting.page.mishaps.entity_immune.title Entity is Immune 实体免疫 ✔ 术语 entity => 实体
hexcasting.page.mishaps.entity_immune The action tried to affect an entity that cannot be altered by it.$(br2)Causes blue sparks, and the items in my hands will be yanked out and flung towards the offending entity. 该操作试图影响某不会受其影响的实体。$(br2)产生蓝色火花,我手中的物品将会掉落并飞向对应实体。 ✔ 术语 items => 物品
✔ 术语 entity => 实体
✔ 术语 blue => 蓝色
hexcasting.page.mishaps.math_error The action did something offensive to the laws of mathematics, such as dividing by zero.$(br2)Causes red sparks, pushes a $(l:casting/influences)$(action)Garbage/$ to my stack, and my mind will be ablated, stealing half the vigor I have remaining. It seems that Nature takes offense to such operations, and divides $(italic)me/$ in retaliation. 该操作违背了数学规律,例如试图除以零。$(br2)产生红色火花,压入一个$(l:casting/influences)$(action)垃圾/$,并且我的意识会被销蚀,扣去我当时生命力的一半。似乎自然对这种举动深感冒犯,而后便会报复性地惩罚$(italic)我/$。 ✔ 术语 i => i
⚠ 术语异常 takes off => 起飞
✔ 术语 red => 红色
hexcasting.page.mishaps.incorrect_item.title Incorrect Item 物品错误 ✔ 术语 item => 物品
hexcasting.page.mishaps.incorrect_item The action requires some sort of item, but the item I supplied was not suitable.$(br2)Causes brown sparks. If the offending item was in my hand, it will be flung to the floor. If it was in entity form, it will be flung in the air. 该操作需要某种物品,而我所提供的物品不合适。$(br2)产生棕色火花。如果在手中持有对应物品,则该物品会掉落在地。如果对应物品以实体形式存在,则其会被击飞。 ⚠ 术语异常 i => i
✔ 术语 item => 物品
✔ 术语 entity => 实体
✔ 术语 brown => 棕色
hexcasting.page.mishaps.incorrect_block The action requires some sort of block at a target location, but the block supplied was not suitable.$(br2)Causes bright green sparks, and causes an ephemeral explosion at the given location. The explosion doesn't seem to harm me, the world, or anything else though; it's just startling. 该操作需在目标位置存在某种方块,而该位置实际存在的方块不合适。$(br2)产生亮绿色火花,并在对应位置产生一次爆炸。这种爆炸似乎不会伤害到我,世界或是任何其他事物。就是挺吓人的。 ⚠ 术语异常 bright => 明亮
⚠ 术语异常 target => 标靶
✔ 术语 green => 绿色
hexcasting.page.mishaps.retrospection I attempted to draw $(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)Retrospection/$ without first drawing $(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)Introspection/$.$(br2)Causes orange sparks, and pushes the pattern for $(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)Retrospection/$ to the stack as a pattern iota. 试图在绘制$(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)内省/$前绘制$(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)反思/$。$(br2)产生橙色火花,并压入一个$(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)反思/$对应的图案。 ✔ 术语 orange => 橙色
hexcasting.page.mishaps.too_deep Evaluated too many spells with meta-evaluation from one spell.$(br2)Causes dark blue sparks, and chokes all the air out of me. 在一个法术内以元运行方式运行过多法术。$(br2)产生暗蓝色火花,并使我窒息。 ⚠ 术语异常 all => 全部
⚠ 术语异常 air => 空气
✔ 术语 blue => 蓝色
hexcasting.page.mishaps.true_name I attempted to $(l:patterns/readwrite#hexcasting:write)$(action)save a reference/$ to another player to a permanent medium.$(br2)Causes black sparks, and robs me of my sight for approximately one minute. 试图在某种永久性媒介中$(l:patterns/readwrite#hexcasting:write)$(action)存储/$代表另一位玩家的 iota。$(br2)产生黑色火花,并致盲大约一分钟。 ✔ 术语 player => 玩家
✔ 术语 black => 黑色
hexcasting.page.mishaps.disabled I tried to cast an action that has been disallowed by a server administrator.$(br2)Causes black sparks. 试图执行被服务器管理员禁用的操作。$(br2)产生黑色火花。 ✔ 术语 black => 黑色
hexcasting.page.mishaps.other A bug in the mod caused an iota of an invalid type or otherwise caused the spell to crash. $(l:https://https://github.com/gamma-delta/HexMod/issues)Please open a bug report!/$$(br2)Causes black sparks. 模组中的漏洞产生的无效类型的 iota 或是其他错误导致法术失效。$(l:https://https://github.com/gamma-delta/HexMod/issues)请报告该漏洞!/$$(br2)产生黑色火花。 ✔ 术语 black => 黑色
⚠ 术语异常 open => 打开, 开启
hexcasting.page.stack.1 A $(thing)Stack/$, also known as a "LIFO", is a concept borrowed from computer science. In short, it's a collection of things designed so that you can only interact with the most recently used thing.$(br2)Think of a stack of plates, where new plates are added to the top: if you want to interact with a plate halfway down the stack, you have to remove the plates above it in order to get ahold of it. $(thing)栈/$,又被称为“后进先出表(LIFO)”,是计算机科学中的概念。简而言之,栈是一种只能与最近交互过的事物交互的事物的集合。$(br2)想象一摞盘子,新盘子会被放在其顶部。若想要与放在这摞盘子中间的某个盘子交互,你就必须先将它上面的所有盘子拿开才行。 ⚠ 术语异常 down => 向下
⚠ 术语异常 used => 使用
hexcasting.page.stack.3 Actions are (on the most part) restricted to interacting with the casting stack in these ways. They will pop some iotas they're interested in (known as "arguments" or "parameters"), process them, and push some number of results.$(br2)Of course, some actions (e.g. $(l:patterns/basics#hexcasting:get_caster)$(action)Mind's Reflection/$) might pop no arguments, and some actions (particularly spells) might push nothing afterwards. 操作(大致)都只能与栈以如上几种方式交互。它们也会弹出部分它们感兴趣的 iota(称为“参数”或“实参”或“形参”),对它们进行处理,然后压入一定数目的结果。$(br2)当然,某些操作(例如$(l:patterns/basics#hexcasting:get_caster)$(action)意识之精思/$)可能不会弹出任何元素,而某些操作(尤其是法术)可能不会压入任何元素。 ⚠ 术语异常 no => 否
✔ 术语 pop => 弹出
⚠ 术语异常 pop => 破裂
hexcasting.page.stack.4 Even more complicated actions can be expressed in terms of pushing, popping, and peeking. For example, $(l:patterns/stackmanip#hexcasting:swap)$(action)Jester's Gambit/$ swaps the top two items of the stack. This can be thought of as popping two items and pushing them in opposite order. For another, $(l:patterns/stackmanip#hexcasting:duplicate)$(action)Gemini Decomposition/$ duplicates the top of the stack-- in other words, it peeks the stack and pushes a copy of what it finds. 更复杂的操作都可用若干次入栈、出栈或检视操作实现。例如,$(l:patterns/stackmanip#hexcasting:swap)$(action)弄臣之策略/$交换栈顶两个元素的顺序。这可认为是弹出两个 iota 并以相反顺序重新压入。又例如,$(l:patterns/stackmanip#hexcasting:duplicate)$(action)双子之分解/$会复制栈顶元素,也即其检视栈顶并压入一个一样的元素。 ⚠ 术语异常 items => 物品
hexcasting.page.naming.1 The names given to actions by the ancients were certainly peculiar, but I think there's a certain kind of logic to them.$(br2)There seem to be certain groups of actions with common names, named for the number of iotas they remove from and add to the stack. 古人给各类操作命的名确实很奇特,但我认为其中总有某种命名逻辑。$(br2)似乎各式操作均被分入了若干组,组内的操作命名方式类似——以其要移除和加入的 iota 个数命名。 ✔ 术语 i => i
⚠ 术语异常 common => 常见
hexcasting.page.naming.2 $(li)A $(thing)Reflection/$ pops nothing and pushes one iota.$(li)A $(thing)Purification/$ pops one and pushes one.$(li)A $(thing)Distillation/$ pops two and pushes one.$(li)An $(thing)Exaltation/$ pops three or more and pushes one.$(li)A $(thing)Decomposition/$ pops one argument and pushes two.$(li)A $(thing)Disintegration/$ pops one and pushes three or more.$(li)Finally, a $(thing)Gambit/$ pushes or pops some other number (or rearranges the stack in some other manner). $(li)$(thing)精思/$不出栈,入栈一个 iota。$(li)$(thing)纯化/$出栈一个,入栈一个。$(li)$(thing)馏化/$出栈两个,入栈一个。$(li)$(thing)提整/$出栈三个或更多,入栈一个。$(li)$(thing)分解/$出栈一个,入栈两个。$(li)$(thing)拆解/$出栈一个,入栈三个或更多。$(li)$(thing)策略/$则对应其余出栈入栈操作(或会以某种方式重新排列栈的操作)。 ⚠ 术语异常 pops => 迸裂
hexcasting.page.influences.1 Influences are ... strange, to say the least. Whereas most iotas seem to represent something about the world, influences represent something more... abstract, or formless.$(br2)For example, one influence I've named $(l:casting/influences)$(thing)Null/$ seems to represent nothing at all. It's created when there isn't a suitable answer to a question asked, such as an $(l:patterns/basics#hexcasting:raycast)$(action)Archer's Distillation/$ facing the sky. 虚指非常……奇怪,至少能这么说。大部分 iota 都代表着世界中的某个实际事物,而虚指则代表着某些更为……抽象或无形的事物。$(br2)例如,我将一种虚指命名为 $(l:casting/influences)$(thing)Null/$,它似乎代表着“无”这种状态。当一个问题没有确切的答案时就会出现一个 Null,比如对着天空执行$(l:patterns/basics#hexcasting:raycast)$(action)弓箭手之馏化/$。 ✔ 术语 i => i
hexcasting.page.influences.2 In addition, I've discovered a curious triplet of influences I've named $(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)Consideration/$, $(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)Introspection/$, and $(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)Retrospection/$. They seem to have properties of both patterns and other influences, yet act very differently. I can use these to add patterns to my stack as iotas, instead of matching them to actions. $(l:patterns/patterns_as_iotas)My notes on the subject are here/$. 此外,我还发现了一组三个奇特的虚指,命名为$(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)考察/$、$(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)内省/$和$(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)反思/$。它们似乎同时有着图案和虚指的性质,但实际作用却和这两者都不一样。我能用它们将图案作为 iota 加到栈中,而非执行图案对应的操作。$(l:patterns/patterns_as_iotas)相关笔记在此/$。 ✔ 术语 i => i
⚠ 术语异常 on => 开
hexcasting.page.influences.3 Finally, there seems to be an infinite family of influences that just seem to be a tangled mess of _media. I've named them $(l:casting/influences)$(action)Garbage/$, as they are completely useless. They seem to appear in my stack at various places in response to $(l:casting/mishaps)$(thing)mishaps/$, and appear to my senses as a nonsense jumble. 最后,似乎还有一组无限个虚指,它们都代表着一团紊乱的$(media)媒质/$。我称其为$(l:casting/influences)$(action)垃圾/$,因为它们毫无用处。它们似乎会因$(l:casting/mishaps)$(thing)事故/$而在栈中任意位置出现,呈现出来的则是一团乱麻。 ✔ 术语 i => i
hexcasting.page.mishaps2.1 I have discovered new and horrifying modes of failure. I must not succumb to them. 我发现了若干全新而又骇人的事故。我绝不能向它们屈服。 ⚠ 术语异常 i => i
hexcasting.page.mishaps2.bad_mindflay Attempted to flay the mind of a villager that I have either already used, or of a character not suitable for the target block.$(br2)Causes dark green sparks, and kills the subject. If another villager sees that, I doubt they would look on it favorably. 试图剥离已被剥除意识的村民的意识,或是试图剥离不适用于目标方块的生物的意识。$(br2)产生暗绿色火花,并杀死对应生物。倘若其他村民看到了,他们应该不会对此有什么好评价。 ⚠ 术语异常 i => i
⚠ 术语异常 on => 开
⚠ 术语异常 target => 标靶
✔ 术语 villager => 村民
✔ 术语 green => 绿色
hexcasting.page.mishaps2.no_circle Tried to cast an action requiring a spell circle without a spell circle.$(br2)Causes light blue sparks, and upends my inventory onto the ground. 试图直接执行只能在法术环内执行的操作。$(br2)产生淡蓝色火花,并将我物品栏中所有物品散落在地。 ✔ 术语 inventory => 物品栏
⚠ 术语异常 light => 光
✔ 术语 blue => 蓝色
✔ 术语 light blue => 淡蓝色
hexcasting.page.mishaps2.no_record Tried to access an $(l:greatwork/akashiclib)$(item)Akashic Record/$ at a location where there isn't one.$(br2)Causes purple sparks, and steals away some of my experience. 试图在无对应方块处访问$(l:greatwork/akashiclib)$(item)阿卡夏记录/$。$(br2)产生紫色火花,并消耗部分经验。 ✔ 术语 purple => 紫色
hexcasting.page.amethyst.dust It seems that I'll find three different forms of amethyst when breaking a crystal inside a geode. The smallest denomination seems to be a small pile of shimmering dust, worth a relatively small amount of _media. 在晶洞里破坏紫水晶会产生三种形态的紫水晶。紫水晶量最少的物品是一堆闪着光的粉末,含有较少量的$(media)媒质/$。 ✔ 术语 i => i
⚠ 术语异常 breaking => 损坏中
⚠ 术语异常 breaking => 挖掘
✔ 术语 crystal => 水晶
hexcasting.page.amethyst.shard The second is a whole shard of amethyst, of the type non-_Hexcasters might be used to. This has about as much _media inside as five $(l:items/amethyst)$(item)Amethyst Dust/$. 第二种是紫水晶的碎片,也就是不是$(hex)咒术师/$的人们最为熟悉的。这种碎片大约含有五个$(l:items/amethyst)$(item)紫水晶粉/$量的$(media)媒质/$。 ⚠ 术语异常 used => 使用
✔ 术语 shard => 碎片
hexcasting.page.amethyst.crystal Finally, I'll rarely find a large crystal crackling with energy. This has about as much _media inside as ten units of $(l:items/amethyst)$(item)Amethyst Dust/$ (or two $(l:items/amethyst)$(item)Amethyst Shards/$). 最后,偶尔能发现充盈着能量的大型水晶。它们含有大约 10 个$(l:items/amethyst)$(item)紫水晶粉/$(也即两个$(l:items/amethyst)$(item)紫水晶碎片/$)量的$(media)媒质/$。 ✔ 术语 i => i
✔ 术语 amethyst shard => 紫水晶碎片
✔ 术语 crystal => 水晶
hexcasting.page.amethyst.lore $(italic)The old man sighed and raised a hand toward the fire. He unlocked a part of his brain that held the memories of the mountains around them. He pulled the energies from those lands, as he learned to do in Terisia City with Drafna, Hurkyl, the archimandrite, and the other mages of the Ivory Towers. He concentrated, and the flames writhed as they rose from the logs, twisting upon themselves until they finally formed a soft smile./$ $(italic)老人叹了口气,对着火炉伸出了一只手。他回想起自己对周边山脉的记忆,从那些土地中汲取能量——就像他在泰瑞西亚城从札夫拿、河鼓、主教还有象牙塔中的其它法师身上学到的那样。他集中精神,从柴薪中升起的火焰摇摆扭动,最终形成了一抹温柔的微笑。/$ ⚠ 术语异常 rose => 玫瑰
⚠ 术语异常 old => 旧世界类型
⚠ 术语异常 brain => 脑纹
hexcasting.page.staff.1 A $(l:items/staff)$(item)Staff/$ is my entry point into casting all _Hexes, large and small. By holding it and pressing $(thing)$(k:use)/$, I begin casting a _Hex; then I can click and drag to draw patterns.$(br2)It's little more than a chunk of _media on the end of a stick; that's all that's needed, after all. A $(l:items/staff)$(item)法杖/$是我尝试施放各类$(hex)咒术/$的起点。手持时按下$(thing)$(k:use)/$,就算开始了施放$(hex)咒术/$的过程。然后单击拖动绘制图案就可以了。$(br2)它还是和单纯把一小块$(media)媒质/$放在木棍的一端有所不同,但不管怎么说,能用就行。 ⚠ 术语异常 end => end
✔ 术语 i => i
⚠ 术语异常 all => 全部
✔ 术语 on => 开
⚠ 术语异常 click => 生火
⚠ 术语异常 click => 剪断
⚠ 术语异常 chunk => 区块
⚠ 术语异常 the end => 末地, 末路之地
⚠ 术语异常 the end => 末地
⚠ 术语异常 end => 末地, 末路之地
hexcasting.page.lens.1 _Media can have peculiar effects on any type of information, in specific circumstances. Coating a glass in a thin film of it can lead to ... elucidating insights.$(br2)By holding a $(l:items/lens)$(item)Scrying Lens/$ in my hand, certain blocks will display additional information when I look at them. $(media)媒质/$在某些特殊情况下能和任何信息作用而产生奇异效果。而若是在玻璃上覆上薄薄一层媒质,就能……生出些独特的见地。$(br2)手持$(l:items/lens)$(item)探知透镜/$观察某些方块,就能给出一些额外信息。 ✔ 术语 blocks => 方块
✔ 术语 i => i
⚠ 术语异常 on => 开
⚠ 术语异常 blocks => 格挡
✔ 术语 glass => 玻璃
⚠ 术语异常 lead => 拴绳
hexcasting.page.lens.2 For example, looking at a piece of $(item)Redstone/$ will display its signal strength. I suspect I will discover other blocks with additional insight as my studies into my art progress.$(br2)In addition, holding it while casting using a $(l:items/staff)$(item)Staff/$ will shrink the spacing between dots, allowing me to draw more on my grid.$(br2)I can also wear it on my head as a strange sort of monocle. This reveals information, but won't shrink my grid. No matter. There must be a way to have both... 例如,看向$(item)红石粉/$会给出其信号强度。我猜测随着研究的深入,我能发现全新的额外信息。$(br2)此外,用$(l:items/staff)$(item)法杖/$施法时,在另一只手持有探知透镜就能缩短点与点的间距,从而能在网格上绘制更多图案。$(br2)我还可以把它当单片眼镜戴在头上。这样做能显示额外信息,但不会缩小网格。但没关系,总有两全其美的办法…… ⚠ 术语异常 blocks => 方块
✔ 术语 i => i
⚠ 术语异常 no => 否
⚠ 术语异常 on => 开
⚠ 术语异常 blocks => 格挡
⚠ 术语异常 head => 生物头颅
hexcasting.page.focus.1 A $(l:items/focus)$(item)Focus/$ can store a single iota.$(br2)When I craft it, it holds the $(l:casting/influences)$(thing)Null/$ influence by default. Using $(l:patterns/readwrite#hexcasting:write)$(action)Scribe's Gambit/$ while holding a $(l:items/focus)$(item)Focus/$ in my other hand will remove the top of the stack and save it into the $(l:items/focus)$(item)Focus/$. Using $(l:patterns/readwrite#hexcasting:read)$(action)Scribe's Reflection/$ will copy whatever iota's in the $(l:items/focus)$(item)Focus/$ and add it to the stack. $(l:items/focus)$(item)核心/$能存储一个 iota。$(br2)合成核心时,其默认存有 $(l:casting/influences)$(thing)Null/$ 这一虚指。在另一只手持有$(l:items/focus)$(item)核心/$时,可以用$(l:patterns/readwrite#hexcasting:write)$(action)书吏之策略/$将栈顶元素弹出栈并存入其中。而使用$(l:patterns/readwrite#hexcasting:read)$(action)书吏之精思/$就会将$(l:items/focus)$(item)核心/$中的 iota 复制出来并压入栈中。 ✔ 术语 i => i
⚠ 术语异常 save => 保存
⚠ 术语异常 save => 储存模式
✔ 术语 craft => 合成
hexcasting.page.focus.2 It occurs to me that I could conceivably store a whole list of patterns in a $(l:items/focus)$(item)Focus/$, then recall them and evaluate them with $(l:patterns/meta#hexcasting:eval)$(action)Hermes' Gambit/$. This way I can cast complex spells, or parts of spells, without having to draw them over and over.$(br2)I could use this like a slightly less convenient $(l:items/hexcasting#artifact)$(item)Artifact/$, but I think I could get much better dividends by putting common "phrases" in a $(l:items/focus)$(item)Focus/$, like the patterns for figuring out where I'm looking. 我突然想到,我可以在$(l:items/focus)$(item)核心/$中存入一个由图案组成的列表,将它们复制出来后用$(l:patterns/meta#hexcasting:eval)$(action)赫尔墨斯之策略/$运行就行了。这样就有了施放复杂法术和施放法术其中一部分的简单方法,不用再在每次使用时全部重画一遍图案了。$(br2)它可以用作一个简易版$(l:items/hexcasting#artifact)$(item)造物/$,但我觉得将某些常用图案“组合”存到$(l:items/focus)$(item)核心/$中更方便,比如返回我在看哪里的图案组合。 ✔ 术语 i => i
⚠ 术语异常 common => 常见
hexcasting.page.focus.3 Also, if I store an entity in a $(l:items/focus)$(item)Focus/$ and try to recall it after the referenced entity has died or otherwise disappeared, the $(l:patterns/readwrite#hexcasting:read)$(action)Scribe's Reflection/$ will add $(l:casting/influences)$(thing)Null/$ to the stack instead.$(br2)Finally, it seems if I wish to protect a $(l:items/focus)$(item)focus/$ from accidentally being overwritten, I can seal it with wax by crafting it with a $(item)Honeycomb/$. Attempting to use $(l:patterns/readwrite#hexcasting:write)$(action)Scribe's Gambit/$ on a sealed focus will fail. $(l:patterns/spells/hexcasting#hexcasting:erase)$(action)Erase Item/$ will remove this seal along with the contents. 另外,如果我在$(l:items/focus)$(item)核心/$中存入一个实体,然后在该实体死亡或消失后尝试复制,则$(l:patterns/readwrite#hexcasting:read)$(action)书吏之精思/$会压入一个 $(l:casting/influences)$(thing)Null/$。$(br2)最后,如果不希望$(l:items/focus)$(item)核心/$被覆写,可以将其与$(item)蜜脾/$合成来蜡封,这时对其使用$(l:patterns/readwrite#hexcasting:write)$(action)书吏之策略/$就会失败。$(l:patterns/spells/hexcasting#hexcasting:erase)$(action)清除物品/$则会将蜡封和其内容物一并清除。 ✔ 术语 i => i
⚠ 术语异常 on => 开
✔ 术语 entity => 实体
✔ 术语 crafting => 合成
hexcasting.page.focus.crafting.desc $(italic)Poison apples, poison worms./$ $(italic)毒苹果,毒虫子。/$ ⚠ 术语异常 poison => 中毒
hexcasting.page.abacus.1 Although there are $(l:patterns/numbers)$(action)patterns for drawing numbers/$, I find them ... cumbersome, to say the least.$(br2)Fortunately, the old masters of my craft invented an ingenious device called an $(l:items/abacus)$(item)Abacus/$ to provide numbers to my casting. I simply set the number to what I want, then read the value using $(l:patterns/readwrite#hexcasting:read)$(action)Scribe's Reflection/$, just like I would read a $(l:items/focus)$(item)Focus/$. 虽然有$(l:patterns/numbers)$(action)对应数的图案/$,它们确实……过于复杂。$(br2)幸运的是,从前研究这门学问的大师们发明了一个名为“$(l:items/abacus)$(item)算盘/$”的天才般的装置,它们能极为方便地表示数。只需要在其上设定好,然后用$(l:patterns/readwrite#hexcasting:read)$(action)书吏之精思/$把值读出即可,就和读出$(l:items/focus)$(item)核心/$中 iota 的操作一样。 ✔ 术语 i => i
⚠ 术语异常 device => 设备
⚠ 术语异常 old => 旧世界类型
⚠ 术语异常 craft => 合成
hexcasting.page.abacus.2 To operate one, I simply hold it, sneak, and scroll. If in my main hand, the number will increment or decrement by 1, or 10 if I am also holding Control/Command. If in my off hand, the number will increment or decrement by 0.1, or 0.001 if I am also holding Control/Command.$(br2)I can shake the abacus to reset it to zero by sneak-right-clicking. 操作方法是潜行时手持算盘滚动滚轮。如果是主手持算盘,则其数值会以 1 增加或减少,按住 Control 或 Command 时则以 10。若是副手持算盘,则其数值会以 0.1 增加或减少,按住 Control 或 Command 时则以 0.001。$(br2)也可以在潜行时手持算盘右击以重设为 0。 ⚠ 术语异常 i => i
⚠ 术语异常 off => 关
✔ 术语 hold => 按住
✔ 术语 main hand => 主手
hexcasting.page.spellbook.1 A $(l:items/spellbook)$(item)Spellbook/$ is the culmination of my art-- it acts like an entire library of $(l:items/focus)$(item)Foci/$. Up to $(thing)sixty-four/$ of them, to be exact.$(br2)Each page can hold a single iota, and I can select the active page (the page that iotas are saved to and copied from) by sneak-scrolling while holding it, or simply holding it in my off-hand and scrolling while casting a _Hex. $(l:items/spellbook)$(item)法术书/$是我研究成果的结晶。它像是一座满是$(l:items/focus)$(item)核心/$的图书馆。准确的说是最多能存放$(thing)64/$个。$(br2)每一页都能存储一个 iota。手持法术书时,可在潜行时用滚轮自由选择当前活动页(存储和复制 iota 的目标页),也可在施放$(hex)咒术/$时副手手持,并直接用滚轮改变活动页。 ✔ 术语 i => i
⚠ 术语异常 up => 向上
⚠ 术语异常 hold => 按住
hexcasting.page.spellbook.2 Like a $(l:items/focus)$(item)Focus/$, there exists a simple method to prevent accidental overwriting. Crafting it with a $(item)Honeycomb/$ will lacquer the current page, preventing $(l:patterns/readwrite#hexcasting:write)$(action)Scribe's Gambit/$ from modifying its contents. Also like a $(l:items/focus)$(item)Focus/$, using $(l:patterns/spells/hexcasting#hexcasting:erase)$(action)Erase Item/$ will remove the lacquer along with the page's contents.$(br2)I can also name each page individually in an anvil. Naming it will change only the name of the currently selected page, for easy browsing. 就像$(l:items/focus)$(item)核心/$一样,法术书也有防覆写机制。将其和$(item)蜜脾/$合成就能给当前页上漆,从而防止$(l:patterns/readwrite#hexcasting:write)$(action)书吏之策略/$改变其内容。而清除也和$(l:items/focus)$(item)核心/$一样,使用$(l:patterns/spells/hexcasting#hexcasting:erase)$(action)清除物品/$就能同时去除漆封和当前页的内容。$(br2)也可在铁砧上改变当前书页的名字,方便查找。 ⚠ 术语异常 easy => 简单
⚠ 术语异常 current => 当前分辨率
✔ 术语 crafting => 合成
hexcasting.page.spellbook.crafting.desc $(italic)Wizards love words. Most of them read a great deal, and indeed one strong sign of a potential wizard is the inability to get to sleep without reading something first. $(italic)巫师们喜欢阅读。大多数巫师经常阅读,而且睡前一定要读些什么确实是判断一个人是不是巫师的有效方法。/$ ⚠ 术语异常 sign => 署名
⚠ 术语异常 sign => 告示牌
hexcasting.page.scroll.1 A $(l:items/scroll)$(item)Scroll/$ is a convenient method of sharing a pattern with others. I can copy a pattern onto one with $(l:patterns/readwrite#hexcasting:write)$(action)Scribe's Gambit/$, after which it will display in a tooltip.$(br2)I can also place them on the wall as decoration or edification, like a painting, in sizes from 1x1 to 3x3 blocks. Using $(l:items/amethyst)$(item)Amethyst Dust/$ on such a scroll will have it display the stroke order. $(l:items/scroll)$(item)卷轴/$能让分享图案画法变得十分方便。可用$(l:patterns/readwrite#hexcasting:write)$(action)书吏之策略/$将图案复制上去,然后该图案就会在物品提示栏内出现。$(br2)也可以将其放在墙上用作装饰或用于教学。就和画一样,卷轴也分大小,从 1x1 到 3x3 都有。对挂在墙上的卷轴使用$(l:items/amethyst)$(item)紫水晶粉/$就能显示绘制的笔画顺序。 ✔ 术语 i => i
⚠ 术语异常 on => 开
✔ 术语 wall => 墙
hexcasting.page.scroll.2 In addition, I can also find so-called $(l:items/scroll)$(item)Ancient Scrolls/$ in the dungeons and strongholds of the world. These contain the stroke order of $(thing)Great Spells/$, powerful magicks rumored to be too powerful for the hands and minds of mortals...$(br2)If those "mortals" couldn't cast them, I'm not sure they deserve to know them. 此外,我还在地牢和要塞里发现了所谓$(l:items/scroll)$(item)远古卷轴/$。它们记载了一些特殊法术的笔画顺序——$(thing)卓越法术/$,传闻是强大到凡人的意识无法承受的法术……$(br2)但如果那些“凡人”施放不了,那我觉得他们就不应该知道这些法术的存在。 ✔ 术语 dungeons => 地牢
✔ 术语 strongholds => 要塞
✔ 术语 i => i
hexcasting.page.scroll.crafting.desc $(italic)I write upon clean white parchment with a sharp quill and the blood of my students, divining their secrets./$ $(italic)我用锐利的笔和学生的鲜血在洁白的纸上书写,探知着他们的秘密。/$ ⚠ 术语异常 white => 白色
⚠ 术语异常 clean => 清洗
hexcasting.page.slate.1 $(l:items/slate)$(item)Slates/$ are similar to $(l:items/scroll)$(item)Scrolls/$; I can copy a pattern to them and place them in the world to display the pattern.$(br2)However, I have read vague tales of grand assemblies of $(l:items/slate)$(item)Slates/$, used to cast $(l:greatwork/spellcircles)$(thing)great rituals/$ more powerful than can be handled by a $(l:items/staff)$(item)Staff/$. $(l:items/slate)$(item)石板/$和$(l:items/scroll)$(item)卷轴/$类似,可以将图案复制上去并放置在世界中以展示该图案。$(br2)然而,我曾读到过某些粗略的故事,它们记述了一种用$(l:items/slate)$(item)石板/$组成的伟大结构,用来施放$(l:items/staff)$(item)法杖/$无法施放的$(l:greatwork/spellcircles)$(thing)伟大仪式/$。 ✔ 术语 i => i
⚠ 术语异常 used => 使用
hexcasting.page.slate.2 Perhaps this knowledge will be revealed to me with time. But for now, I suppose they make a quaint piece of decor.$(br2)At the least, they can be placed on any side of a block, unlike $(l:items/scroll)$(item)Scrolls/$. 也许我将来就会碰到这些知识。但就现在而言,我觉得它们非常适合装饰。$(br2)至少它们可被放在方块的任何一面,这点和$(l:items/scroll)$(item)卷轴/$不同。 ✔ 术语 i => i
⚠ 术语异常 on => 开
⚠ 术语异常 placed => 被放置
hexcasting.page.slate.3 I'm also aware of other types of $(l:items/slate)$(item)Slates/$, slates that do not contain patterns but seem to be inlaid with other ... strange ... oddities. It hurts my brain to think about them, as if my thoughts get bent around their designs, following their pathways, bending and wefting through their labyrinthine depths, through and through and through channeled through and processed and--$(br2)... I almost lost myself. Maybe I should postpone my studies of those. 我还发现了其他类型的$(l:items/slate)$(item)石板/$,它们并未刻有图案,但似乎内嵌有某种……奇怪的……异常构造。单单思考它们就让我头脑胀痛,就好像我的思维被它们的结构折弯,随着它们的回路流动,迷失在它们迷宫般的深渊中,迷失在迷失在迷失在导向到处理为——$(br2)……我的思维差点就被搅乱了。还是之后再做相关研究吧。 ✔ 术语 i => i
⚠ 术语异常 hurts => 受伤
⚠ 术语异常 brain => 脑纹
hexcasting.entry.hexcasting Casting Items 施法物品 ✔ 术语 items => 物品
hexcasting.page.hexcasting.1 Although the flexibility of casting _Hexes "on the go" with my $(l:items/staff)$(item)Staff/$ is quite helpful, it's a huge pain to have to wave it around repeatedly just to accomplish a basic task. If I could save a common spell for later reuse, it would simplify things a lot-- and allow me to share my _Hexes with friends, too. 虽然用$(l:items/staff)$(item)法杖/$直接施放$(hex)咒术/$确实足够灵活易用,但仅凭法杖重复施放同一种咒术就很烦人了。如果能将某些常用法术存储起来后续直接使用,就再方便不过了,同时也方便我与朋友分享这些$(hex)咒术/$。 ✔ 术语 i => i
⚠ 术语异常 save => 保存
⚠ 术语异常 save => 储存模式
⚠ 术语异常 common => 常见
hexcasting.page.hexcasting.2 To do this, I can craft one of three types of magic items: $(l:items/hexcasting)$(item)Cyphers/$, $(l:items/hexcasting)$(item)Trinkets/$, or $(l:items/hexcasting)$(item)Artifacts/$. All of them hold the patterns of a given _Hex inside, along with a small battery containing _media.$(br2)Simply holding one and pressing $(thing)$(k:use)/$ will cast the patterns inside, as if the holder had cast them out of a staff, using its internal battery. 以下三种魔法物品就能做到这点:$(l:items/hexcasting)$(item)杂件/$,$(l:items/hexcasting)$(item)缀品/$和$(l:items/hexcasting)$(item)造物/$。所有三种物品都能存储$(hex)咒术/$对应的所有图案,且都有一个用来存储$(media)媒质/$的小电池。$(br2)手持时按下$(thing)$(k:use)/$就会消耗其内含的媒质像用法杖施法那样运行其中图案。 ✔ 术语 i => i
⚠ 术语异常 all => 全部
⚠ 术语异常 hold => 按住
⚠ 术语异常 craft => 合成
hexcasting.page.hexcasting.3 Each item has its own quirks:$(br2)$(l:items/hexcasting)$(item)Cyphers/$ are fragile, destroyed after their internal _media reserves are gone, and $(italic)cannot/$ be recharged;$(br2)$(l:items/hexcasting)$(item)Trinkets/$ can be cast as much as the holder likes, as long as there's enough _media left, but become useless afterwards until recharged; 每种物品都有自己的特点:$(br2)$(l:items/hexcasting)$(item)杂件/$很脆弱,在耗尽其内含的$(media)媒质/$会损坏,$(italic)不可/$重新充能。$(br2)$(l:items/hexcasting)$(item)缀品/$只要还有剩余的$(media)媒质/$就能一直施法,但媒质耗尽后若不重新充能就无法使用。 ⚠ 术语异常 destroyed => 被毁
✔ 术语 item => 物品
hexcasting.page.hexcasting.4 $(l:items/hexcasting)$(item)Artifacts/$ are the most powerful of all-- after their _media is depleted, they can use $(l:items/amethyst)$(item)Amethyst/$ from the holder's inventory to pay for the _Hex, just as I do when casting with a $(l:items/staff)$(item)Staff/$. Of course, this also means the spell might consume their mind if there's not enough $(l:items/amethyst)$(item)Amethyst/$.$(br2)Once I've made an empty magic item in a mundane crafting bench, I infuse the _Hex into it using (what else but) a spell appropriate to the item. $(l:patterns/spells/hexcasting)I've catalogued the patterns here./$ $(l:items/hexcasting)$(item)造物/$则是三者之中最强力的——其内含的$(media)媒质/$耗尽后,它们还能消耗持有者物品栏内的$(l:items/amethyst)$(item)紫水晶/$来施放$(hex)咒术/$,就和用$(l:items/staff)$(item)法杖/$施法一样。不过这也意味着,一旦$(l:items/amethyst)$(item)紫水晶/$不够,继续施法可能会消耗施法者的意识。$(br2)而在工作台中合成魔法物品后,必须将$(hex)咒术/$以适合对应物品的法术写入其中。(也没什么其他办法。)$(l:patterns/spells/hexcasting)对应的图案详情见此。/$ ✔ 术语 inventory => 物品栏
✔ 术语 i => i
✔ 术语 item => 物品
✔ 术语 crafting => 合成
hexcasting.page.hexcasting.5 Each infusion spell requires an entity and a list of patterns on the stack. The entity must be a _media-holding item entity (i.e. $(l:items/amethyst)$(item)amethyst/$ crystals, dropped on the ground); the entity is consumed and forms the battery.$(br2)Usefully, it seems that the _media in the battery is not consumed in chunks as it is when casting with a $(l:items/staff)$(item)Staff/$-- rather, the _media "melts down" into one continuous pool. Thus, if I store a _Hex that only costs one $(l:items/amethyst)$(item)Amethyst Dust/$'s worth of mana, a $(l:items/amethyst)$(item)Charged Crystal/$ used as the battery will allow me to cast it 10 times. 每次写入都需要栈上有一个实体和一个由图案构成的列表。这个实体必须是含有$(media)媒质/$的物品实体(也即掉落在地上的$(l:items/amethyst)$(item)紫水晶/$)。该实体就变成了该魔法物品的内部电池。$(br2)似乎电池中的$(media)媒质/$不会像用$(l:items/staff)$(item)法杖/$施法那样以物品组为单位消耗。其中的$(media)媒质/$实际上会“溶解”入一个连续的能量池。因此,当物品中存有会消耗 1 个$(l:items/amethyst)$(item)紫水晶粉/$中媒质来施放的$(hex)咒术/$时,含有相当于 1 个$(l:items/amethyst)$(item)充能紫水晶/$中媒质的电池能支持施放该咒术 10 次。 ⚠ 术语异常 dropped => 丢弃个数
✔ 术语 i => i
⚠ 术语异常 on => 开
⚠ 术语异常 used => 使用
✔ 术语 item => 物品
✔ 术语 entity => 实体
hexcasting.page.hexcasting.crafting.desc $(italic)We have a saying in our field: "Magic isn't". It doesn't "just work," it doesn't respond to your thoughts, you can't throw fireballs or create a roast dinner from thin air or turn a bunch of muggers into frogs and snails./$ $(italic)我们常说一句话,“魔法从不……”。它从不“就是行得通”,它不会随你操控。你不能靠所谓魔法扔个火球,烧顿晚饭,或是把一帮劫匪变成青蛙和蜗牛。/$ ⚠ 术语异常 air => 空气
hexcasting.page.phials.1 I find it quite ... irritating, how Nature refuses to give me change for my work. If all I have on hand is $(l:items/amethyst)$(item)Charged Amethyst/$, even the tiniest $(l:patterns/basics#hexcasting:raycast)$(action)Archer's Purification/$ will consume the entire crystal, wasting the remaining _media.$(br2)Fortunately, it seems I've found a way to somewhat allay this problem. 我觉得……自然不愿意给我的研究留些余量的做法,非常令人不快。如果我手头只有$(l:items/amethyst)$(item)充能紫水晶/$,就算是最为基础的$(l:patterns/basics#hexcasting:raycast)$(action)弓箭手之馏化/$也会消耗一整块水晶,没利用的$(media)媒质/$就被浪费了。$(br2)幸运的是,我找到了一种解决问题的方法。 ✔ 术语 i => i
⚠ 术语异常 all => 全部
⚠ 术语异常 on => 开
hexcasting.page.phials.2 I've found old scrolls describing a $(item)Glass Bottle/$ infused with _media. When casting _Hexes, my spells would then draw _media out of the phial. The liquid form of the _media would let me take exact change, so to speak; nothing would be wasted. It's quite like the internal battery of a $(l:items/hexcasting)$(item)Trinket/$, or similar; I can even $(l:patterns/spells/hexcasting#hexcasting:recharge)$(action)Recharge/$ them in the same manner. 我找到了记载着一种注入了$(media)媒质/$的$(item)玻璃瓶/$的卷轴。施放$(hex)咒术/$时,法术会从这种试剂瓶中汲取$(media)媒质/$。液态的$(media)媒质/$便于按量使用,不会有媒质被浪费。它就和$(l:items/hexcasting)$(item)缀品/$的内部电池差不多,也一样可以用$(l:patterns/spells/hexcasting#hexcasting:recharge)$(action)重新充能/$补充媒质。 ✔ 术语 i => i
✔ 术语 glass bottle => 玻璃瓶
⚠ 术语异常 old => 旧世界类型
hexcasting.page.phials.3 Unfortunately, the art of actually $(italic)making/$ the things seems to have been lost to time. I've found a $(l:patterns/great_spells/make_battery#hexcasting:craft/battery)$(thing)hint at the pattern used to craft it/$, but the technique is irritatingly elusive, and I can't seem to do it successfully. I suspect I will figure it out with study and practice, though. For now, I will simply deal with the wasted _media...$(br2)But I won't settle for it forever. 而不幸的是,用于$(italic)制作/$这种试剂瓶的技艺已经散佚了。我确实发现了$(l:patterns/great_spells/make_battery#hexcasting:craft/battery)$(thing)对应图案画法的提示/$,但具体绘制方法难以捉摸,怎么都画不对。不过我想只要勤学苦练就能修得真功。现在的话,浪费$(media)媒质/$是没法避免了……$(br2)但我不会一直囿于此处的。 ✔ 术语 i => i
⚠ 术语异常 used => 使用
⚠ 术语异常 craft => 合成
hexcasting.page.pigments.1 Although their names were lost to time, the old practitioners of my art seem to have identified themselves by a color, emblematic of them and their spells. It seems a special kind of pigment, offered to Nature in the right way, would "[...] paint one's thoughts in a manner pleasing to Nature, inducing a miraculous change in personal colour." 虽然研究咒法学的古代研究者们的名字已不可考,但他们会用一种颜色来象征自己和自己的法术。倘若直接向自然呈上一种特殊的染色剂,就能“……以自然乐见的方式为某人的思维涂上颜色,并使个人代表色产生奇妙的变化。” ⚠ 术语异常 right => 右手
⚠ 术语异常 old => 旧世界类型
hexcasting.page.pigments.2 I'm not certain on the specifics of how it works, but I believe I have isolated the formulae for many different colors of pigments. To use a pigment, I hold it in one hand while casting $(l:patterns/spells/colorize)$(action)Internalize Pigment/$ with the other, consuming the pigment and marking my mind with its color.$(br2)The pigments seem to affect the color of the sparks of media emitted out of a staff when I cast a _Hex, as well as my $(l:patterns/spells/sentinels)$(thing)sentinel/$. 我不懂它们工作的具体原理,但我相信我已琢磨出制造不同颜色的染色剂的配方了。若要使用染色剂,可手持之并以另一只手施放$(l:patterns/spells/colorize)$(action)内化染色剂/$。这会消耗对应染色剂并将我的意识涂为对应颜色。$(br2)染色剂会影响我用法杖施放$(hex)咒术/$时产生的火花的颜色,也会影响我的$(l:patterns/spells/sentinels)$(thing)哨卫/$的颜色。 ✔ 术语 i => i
✔ 术语 colors => 颜色
⚠ 术语异常 hold => 按住
⚠ 术语异常 on => 开
hexcasting.page.pigments.colored.crafting.desc Pigments in all the colors of the rainbow. 五彩缤纷的染色剂。 ⚠ 术语异常 all => 全部
⚠ 术语异常 colors => 颜色
hexcasting.page.pigments.uuid.crafting.desc And finally, a pigment with a color wholly unique to me.$(br2)$(italic)And all the colors I am inside have not been invented yet./$ 一种只属于我的染色剂。$(br2)$(italic)也含有许多还没被研究出来的我所特有的颜色。/$ ✔ 术语 i => i
⚠ 术语异常 all => 全部
✔ 术语 colors => 颜色
hexcasting.page.edified.1 By infusing _media into a sapling via the use of $(l:patterns/spells/blockworks#hexcasting:edify)$(action)Edify Sapling/$, I can create what is called an $(l:items/edified)$(thing)Edified Tree/$. They tend to be tall and pointy, with ridged bark and wood that grows in a strange spiral pattern. Their leaves come in three pretty colors. 用$(l:patterns/spells/blockworks#hexcasting:edify)$(action)启迪树苗/$By就能将部分$(media)媒质/$注入树苗,就能造出$(l:items/edified)$(thing)启迪树/$。它们又高又尖,树皮上有特殊纹理。树叶则有三种不同颜色。 ✔ 术语 i => i
⚠ 术语异常 grows => 生长
✔ 术语 leaves => 树叶
✔ 术语 sapling => 树苗
⚠ 术语异常 wood => 木头
hexcasting.page.edified.2 I would assume the wood would have some properties relevant to _Hexcasting. But, if it does, I cannot seem to find them. For all intents and purposes it appears to be just wood, albeit of a very strange color.$(br2)I suppose for now I will use it for decoration; the full suite of standard wood blocks can be crafted from them.$(br2)Of course, I can strip them with an axe as well. 我觉得这种木材与$(hex)咒法学/$有着紧密的联系。但就算真有,我也完全找不到这联系在哪。它和普通木头如出一辙,不同在于颜色不一样。$(br2)就现在而言,它们是很好的装饰用方块。$(br2)当然,也可用斧来去皮。 ✔ 术语 blocks => 方块
⚠ 术语异常 i => i
⚠ 术语异常 all => 全部
⚠ 术语异常 appears => 现身
⚠ 术语异常 blocks => 格挡
✔ 术语 wood => 木头
✔ 术语 axe => 斧
hexcasting.page.edified.crafting.desc $(italic)Their smooth trunks, with white bark, gave the effect of enormous columns sustaining the weight of an immense foliage, full of shade and silence./$ $(italic)它们那周身洁白的巨大而光滑的树干,仅凭自己支撑起了茂密的树冠,投下绿荫与静谧。/$ ⚠ 术语异常 white => 白色
⚠ 术语异常 smooth => 平滑
⚠ 术语异常 effect => 效果
hexcasting.page.jeweler_hammer.1 After being careless with the sources of my _media one too many times, I have devised a tool to work around my clumsiness.$(br2)Using the delicate nature of crystallized _media as a fixture for a pickaxe, I can create the $(l:items/jeweler_hammer)$(item)Jeweler's Hammer/$. It acts like an $(item)Iron Pickaxe/$, for the most part, but can't break anything that takes up an entire block's space. 在无数次摧毁$(media)媒质/$来源的惨痛经历后,我设计了一把用于防止手滑的工具。$(br2)将脆弱的晶态$(media)媒质/$用作镐的固定结,就得到了$(l:items/jeweler_hammer)$(item)珠宝匠锤/$。它和$(item)铁镐/$在许多方面完全一致,但珠宝匠锤不会破坏任何完整方块。 ✔ 术语 i => i
⚠ 术语异常 up => 向上
⚠ 术语异常 work => 工作
✔ 术语 iron pickaxe => 铁镐
⚠ 术语异常 break => 挖掘
⚠ 术语异常 crystallized => 结晶
⚠ 术语异常 break => 损坏
hexcasting.page.jeweler_hammer.crafting.desc $(italic)Carefully, she cracked the half ruby, letting the spren escape./$ $(italic)她小心翼翼地敲开那半块红宝石,让其中的灵体逸散而出。/$ ⚠ 术语异常 cracked => 裂纹
hexcasting.entry.decoration Decorative Blocks 装饰性方块 ✔ 术语 blocks => 方块
⚠ 术语异常 blocks => 格挡
hexcasting.page.decoration.1 In the course of my studies I have discovered some building blocks and trifles that I may find aesthetically pleasing. I've compiled the methods of making them here. 我在研究过程中发现了些挺美观的建筑方块的其他装饰品。制作方法整理如下。 ✔ 术语 building blocks => 建筑方块
✔ 术语 blocks => 方块
⚠ 术语异常 i => i
⚠ 术语异常 blocks => 格挡
hexcasting.page.decoration.ancient_scroll.crafting.desc Brown dye works well enough to simulate the look of an $(l:items/scroll)$(item)ancient scroll/$. 棕色染料在仿制$(l:items/scroll)$(item)远古卷轴/$这方面非常出色。 ✔ 术语 dye => 染料
✔ 术语 brown dye => 棕色染料
hexcasting.page.decoration.tiles.crafting.desc $(l:items/decoration)$(item)Amethyst Tiles/$ can also be made in a Stonecutter.$(br2)$(l:items/decoration)$(item)Blocks of Amethyst Dust/$ (next page) will fall like sand. $(l:items/decoration)$(item)紫水晶瓦/$也可在切石机内制作。$(br2)$(l:items/decoration)$(item)紫水晶粉块/$(见后页)受重力影响。 ⚠ 术语异常 next page => 下一页
hexcasting.page.decoration.sconce.crafting.desc $(l:items/decoration)$(item)Amethyst Sconces/$ emit light and particles, as well as a pleasing chiming sound. $(l:items/decoration)$(item)紫水晶灯台/$会发出光和粒子,并会产生悦耳的“叮铃”声。 ✔ 术语 light => 光
hexcasting.entry.the_work The Work 卓伟之作 ⚠ 术语异常 work => 工作
hexcasting.page.the_work.1 I have seen so many things. Unspeakable things. Innumerable things. I could write three words and turn my mind inside-out and smear my brains across the shadowed walls of my skull to decay into fluff and nothing. 我所见甚多。不可言之物。不可数之物。仅三词就能将我的意识从里翻到外然后把我的大脑抹在头颅黑暗的内壁然后腐朽为混沌和虚无。 ⚠ 术语异常 i => i
hexcasting.page.the_work.2 I have seen staccato-needle patterns and acid-etched schematics written on the inside of my eyelids. They smolder there-- they dance, they taunt, they $(italic)ache/$. I'm possessed by an intense $(italic)need/$ to draw them, create them. Form them. Liberate them from the gluey shackles of my mortal mind-- present them in their Glory to the world for all to see.$(p)All shall see.$(p)All will see. 我已见断续的图案与酸蚀的设计图刻入我的眼睑。它们阴燃,它们舞蹈,它们嘲弄,它们$(italic)隐隐作痛/$。我突然有种强烈的$(italic)冲动/$,去绘制它们,创造它们,写就它们。将它们从我脆弱意识的黏糊桎梏中释放,让它们在世上再度闪耀荣光。$(p)众将见。$(p)众必将见。 ✔ 术语 i => i
⚠ 术语异常 all => 全部
⚠ 术语异常 on => 开
hexcasting.entry.brainsweeping On the Flaying of Minds 关于意识的剥离 ⚠ 术语异常 on => 开
hexcasting.page.brainsweeping.1 A secret was revealed to me. I saw it. I cannot forget its horror. The idea skitters across my brain.$(br2)I believed-- oh, foolishly, I $(italic)believed/$ --that _Media is the spare energy left over by thought. But now I $(italic)know/$ what it is: the energy $(italic)of/$ thought. 我解开了一个秘密。我得知了真相。我也无法忘记真相带来的恐惧。这种想法掠过我的脑海。$(br2)我曾相信——我曾愚蠢地$(italic)相信/$——$(media)媒质/$只是思维遗留下的剩余能量。但我现在$(italic)知道/$它究竟是什么了:它是思维$(italic)含有的/$能量。 ✔ 术语 i => i
⚠ 术语异常 left => 左手
hexcasting.page.brainsweeping.2 It is produced by thinking sentience and allows sentience to think. It is a knot tying that braids into its own string. The Entity I naively anthromorphized as Nature is simply a grand such tangle, or perhaps the set of all tangles, or ... if I think it hurts I have so many synapses and all of them can think pain at once ALL OF THEM CAN SEE$(br2)I am not holding on. My notes. Quickly. 媒质是在具有思维能力的生物思考时产生的,它的存在也使这些生物能够思考,就像是回环的绳结。我先前天真地拟人化为“自然”的实体实际上就是一个卓伟的媒质回环,又或许是所有回环的结合体,或者是……我思考它就会痛我有很多突触它们都能思考同时痛它们都能看见它们都能看见$(br2)我撑不住了。记笔记。赶快。 ⚠ 术语异常 i => i
⚠ 术语异常 all => 全部
⚠ 术语异常 hurts => 受伤
✔ 术语 entity => 实体
hexcasting.page.brainsweeping.3 The villagers of this world have enough consciousness left to be extracted. Place it into a block, warp it, change it. Intricate patterns caused by different patterns of thought, the abstract neural pathways of their jobs and lives mapped into the cold physic of solid atoms.$(br2)This is what $(l:patterns/great_spells/brainsweep)$(action)Flay Mind/$ does, the extraction. Target the villager entity and the destination block. Ten $(l:items/amethyst)$(item)Charged Amethyst/$ for this perversion of will. 这个世界中的村民还留有能被提取的感知力。将这种感知力放在方块中,扭曲它,改变它。由不同的思维模式造就的精密图案,关于他们工作和生活的抽象神经通路,都被投射到无生气的固态物质的原子中。$(br2)这就是$(l:patterns/great_spells/brainsweep)$(action)剥离意识/$的用途,那个提取过程。需将村民实体和目标方块放在栈中。扭曲意识则要消耗 10 个$(l:items/amethyst)$(item)充能紫水晶/$。 ⚠ 术语异常 left => 左手
⚠ 术语异常 target => 标靶
✔ 术语 villager => 村民
✔ 术语 entity => 实体
hexcasting.page.brainsweeping.budding_amethyst And an application. For this flaying, any sort of villager will do, if it has developed enough. Other recipes require more specific types. NO MORE must I descend into the hellish earth for my _media. 如下是一种实际用途。这个剥离过程接受任何职业的村民,前提是他们足够熟练。其他配方则有更具体的要求。我再也不必为$(media)媒质/$亲身沉入地狱了。 ✔ 术语 i => i
⚠ 术语异常 no => 否
✔ 术语 villager => 村民
hexcasting.page.spellcircles.1 I KNOW what the $(l:items/slate)$(item)slates/$ are for. The grand assemblies lost to time. The patterns scribed on them can be actuated in sequence, automatically. Thought and power ricocheting through, one by one by one by one by one by through and through and THROUGH AND -- I must not I must not I should know better than to think that way. 我终于知道$(l:items/slate)$(item)石板/$的用途了。早已遗落的卓伟结构。镌刻其上的图案会按顺序自动运行。思维和能量在其中穿梭,一个接一个接一个接一个接一个穿梭穿梭穿梭——我不能我不能我不能跟着它的思维应该去理解。 ✔ 术语 i => i
⚠ 术语异常 on => 开
⚠ 术语异常 power => 力量
hexcasting.page.spellcircles.2 To start the ritual I need an $(l:greatwork/impetus)$(item)Impetus/$ to create a self-sustaining wave of _media. That wave travels along a track of $(l:items/slate)$(item)slates/$ or other blocks suitable for the energies, one by one, collecting any patterns it finds. Once the wave circles back around to the $(l:greatwork/impetus)$(item)Impetus/$, all the patterns encountered are cast in order.$(br2)The direction the _media exits any given block MUST be unambiguous, or the casting will fail at the block with too many neighbors. 我需要$(l:greatwork/impetus)$(item)促动石/$作为一种自我维持的$(media)媒质/$波源来启动仪式。而产生的波就会随着$(l:items/slate)$(item)石板/$或是其他和这种波亲和性好的方块穿梭,一个接一个地收集碰到的图案。当波最终回到$(l:greatwork/impetus)$(item)促动石/$处时,所有碰到的图案就会按顺序运行。$(br2)$(media)媒质/$流出任何方块的方向必须唯一而确定,否则法术环会在分叉处失效。 ✔ 术语 blocks => 方块
✔ 术语 i => i
⚠ 术语异常 all => 全部
⚠ 术语异常 back => 返回
⚠ 术语异常 blocks => 格挡
hexcasting.page.spellcircles.3 As a result, the outline of the spell "circle" may be any closed shape, concave or convex, and it may face any direction. In fact, with the application of certain other blocks it is possible to make a spell circle that spans all three dimensions. I doubt such an oddity has very much use, but I must allocate myself a bit of vapid levity to encourage my crude mind to continue my work. 因此,法术“环”必须是一个封闭的图形,凹多边形和凸多边形均可,方向也随意。实际上,借助某些其他方块,法术环可在所有三个维度上随意排布。这种性质可能没什么大用,但我必须给大脑一点刺激,好让研究继续下去。 ✔ 术语 blocks => 方块
⚠ 术语异常 i => i
⚠ 术语异常 all => 全部
⚠ 术语异常 blocks => 格挡
hexcasting.page.spellcircles.4 Miracle of miracles, the circle will withdraw _media neither from my inventory nor my mind. Instead, crystallized shards of _media must be provided to the $(l:greatwork/impetus)$(item)Impetus/$ via hopper, or other such artifice.$(br2)The application of a $(l:items/lens)$(item)Scrying Lens/$ will show how much _media is inside an $(l:greatwork/impetus)$(item)Impetus/$, in units of dust. 真是精妙。法术环不会从我的物品栏或我的意识中汲取$(media)媒质/$,而是要通过漏斗(或类似装置)向$(l:greatwork/impetus)$(item)促动石/$提供晶态的$(media)媒质/$。$(br2)$(l:items/lens)$(item)探知透镜/$能以紫水晶粉为单位显示$(l:greatwork/impetus)$(item)促动石/$中的$(media)媒质/$量。 ✔ 术语 inventory => 物品栏
⚠ 术语异常 crystallized => 结晶
hexcasting.page.spellcircles.5 However, a spell cast from a circle does have one major limitation: it is unable to affect anything outside of the circle's bounds. That is, it cannot interact with anything outside of the cuboid of minimum size which encloses every block composing it (so a concave spell circle can still affect things in the concavity). 然而,用法术环施放的法术有一个限制:它无法影响环外的事物。也即,它无法影响到能将整个法术环包起的最小长方体外的事物(有凹进部分的法术环仍能影响凹进部分内的事物)。 ✔ 术语 minimum => 最小
hexcasting.page.spellcircles.6 There is also a limit on the number of blocks the wave can travel through before it disintegrates, but it is large enough I doubt I will have any trouble.$(br2)Conversely, there are some actions that can only be cast from a circle. Fortunately, none of them are spells; they all seem to deal with components of the circle itself. My notes on the subject are $(l:patterns/circle)here/$. 在媒质波减弱前它只能通过有限个方块,但这个值很大,实际不大可能超过这个值。$(br2)相反地,有部分操作只能在法术环上执行,不过它们没有一个是法术。它们似乎都是处理法术环本身性质的操作。相关笔记$(l:patterns/circle)见此/$。 ✔ 术语 blocks => 方块
✔ 术语 i => i
⚠ 术语异常 all => 全部
⚠ 术语异常 none => 无
⚠ 术语异常 on => 开
⚠ 术语异常 blocks => 格挡
hexcasting.page.spellcircles.7 I also found a sketch of a spell circle used by the ancients buried in my notes. Facing this page is my (admittedly poor) copy of it.$(br2)The patterns there would have been executed counter-clockwise, starting with $(l:patterns/basics#hexcasting:get_caster)$(action)Mind's Reflection/$ and ending with $(l:patterns/great_spells/teleport#hexcasting:teleport)$(action)Greater Teleport/$. 我还在笔记中找到了一份草稿,是一个古代研究者使用的法术环。另一页上就是它的重绘图(挺抽象的)。$(br2)其中的图案会按逆时针运行,以$(l:patterns/basics#hexcasting:get_caster)$(action)意识之精思/$开始并以$(l:patterns/great_spells/teleport#hexcasting:teleport)$(action)卓越传送/$结束。 ✔ 术语 used => 使用
hexcasting.page.impetus.2 At a ... metaphysical level-- I must be careful with these thoughts, I cannot lose myself, I have become too valuable --moving _media moves the mind, and the mind must be moved for the process to work. But, the mind is simply too $(italic)heavy/$ with other thoughts to move nimbly enough.$(br2)It is like an artisan trying to repair a watch while wearing mittens. 从……形而上学层面上讲——我不能再有这种想法了,我不能让自己的思维被搅乱,我的思维非常重要——流动的$(media)媒质/$会推动意识,意识也必须被推动以使这一过程启动。但是,意识中的许多思维让意识变得十分$(italic)笨重/$,没法灵活行动。$(br2)就和让工匠戴着连指手套去修手表一样。 ✔ 术语 i => i
⚠ 术语异常 moves => 移动
hexcasting.page.impetus.3 There are several solutions to this conundrum: through meditative techniques one can learn to blank the mind, although I am not certain a mind free enough to actuate a circle can concentrate hard enough to do the motions.$(br2)Certain unsavory compounds can create a similar effect, but I know nothing of them and do not plan to learn. I must not rely on the chemicals of my brain. 这个难题有许多种解决方案。可以通过冥想或类似手段放空意识,尽管我不清楚放空到能启动法术环的意识还有没有足够的力量去执行那些操作。$(br2)某些不光彩的化合物也能产生类似效果,但我不了解它们也不想了解它们。我绝不能沉沦于给大脑喂化学品。 ⚠ 术语异常 i => i
⚠ 术语异常 hard => 困难
⚠ 术语异常 on => 开
hexcasting.page.impetus.4 The solution I aim for, then, is to specialize a mind. Remove it from the tyranny of nerves, clip all outputs but delicate splays of _media-manipulating apparati, cauterize all inputs but the signal to start its work.$(br2)The process of $(l:greatwork/brainsweeping)$(action)mindflaying/$ I am now familiar with will do excellently; the mind of a villager is complex enough to do the work, but not so complex as to resist its reformation. 我选择的解决方案,是特种化一个意识。将其从神经的暴政中释放,剪去除$(media)媒质/$操控装置外的一切功用件,烙封除启动信号外的一切接收端口。$(br2)我现在已较为熟练掌握的$(l:greatwork/brainsweeping)$(action)剥离意识/$过程就能很好地做到这些。村民的意识复杂到足以启动法术环,但也还没复杂到能抵御扭曲。 ✔ 术语 i => i
⚠ 术语异常 all => 全部
✔ 术语 villager => 村民
hexcasting.page.impetus.empty_impetus First, the cradle. Although it does not work as an $(l:greatwork/impetus)$(item)Impetus/$, the flow of _media in a circle will only exit out the side pointed to by the arrows. This allows me to change the plane in which the wave flows, for example. 第一步,基床。虽然和纯粹的$(l:greatwork/impetus)$(item)促动石/$不大一样,但它能让$(media)媒质/$从箭头所指方向流出。这就提供了一种改变媒质波所在平面的方法。 ⚠ 术语异常 flow => 上浮
⚠ 术语异常 work => 工作
hexcasting.page.impetus.impetus_rightclick Then, to transpose the mind. Villagers of different professions will lend different actuation conditions to the resulting $(l:greatwork/impetus)$(item)Impetus/$. A $(l:greatwork/impetus)$(item)Toolsmith Impetus/$ activates on a simple $(k:use). 第二步,转移意识。村民的职业不同意味着$(l:greatwork/impetus)$(item)促动石/$的激活条件不同。$(l:greatwork/impetus)$(item)工具匠促动石/$会在对其按下$(k:use)时启动。 ⚠ 术语异常 on => 开
✔ 术语 activates => 激活
⚠ 术语异常 activates => 发动
hexcasting.page.impetus.impetus_storedplayer.1 A $(l:greatwork/impetus)$(item)Cleric Impetus/$ must be bound to a player by using an item with a reference to that player, like a $(l:items/focus)$(item)Focus/$, on the block. Then, it activates when receiving a redstone signal. $(l:greatwork/impetus)$(item)牧师促动石/$必须绑定至某一玩家,对其使用存有代表玩家的 iota 的物品(例如$(l:items/focus)$(item)核心/$)即可。这之后,它会在收到红石信号时启动。 ✔ 术语 redstone => 红石
⚠ 术语异常 on => 开
⚠ 术语异常 activates => 激活
⚠ 术语异常 activates => 发动
⚠ 术语异常 redstone => 红石粉
✔ 术语 item => 物品
✔ 术语 player => 玩家
hexcasting.page.impetus.impetus_storedplayer.2 Peculiarly to this $(l:greatwork/impetus)$(item)Impetus/$, the bound player, as well as a small region around them, are always accessible to the spell circle. It's as if they were standing within the bounds of the circle, no matter how far away they might stand.$(br2)The bound player is shown when looking at a $(l:greatwork/impetus)$(item)Cleric Impetus/$ through a $(l:items/lens)$(item)Scrying Lens/$. 这种$(l:greatwork/impetus)$(item)促动石/$也使得被绑定的玩家和他们周围一小块区域会一直受法术环影响。不管该玩家离法术环多远都会和站在法术环里一样。$(br2)用$(l:items/lens)$(item)探知透镜/$观察$(l:greatwork/impetus)$(item)牧师促动石/$就会显示被绑定的玩家。 ⚠ 术语异常 no => 否
✔ 术语 shown => 显示
✔ 术语 player => 玩家
hexcasting.page.impetus.impetus_look A $(l:greatwork/impetus)$(item)Fletcher Impetus/$ activates when looked at for a short time. $(l:greatwork/impetus)$(item)制箭师促动石/$会在被注视一段时间后启动。 ⚠ 术语异常 activates => 激活
⚠ 术语异常 activates => 发动
hexcasting.page.directrix.1 Simpler than the task of creating a self-sustaining wave of _media is the task of directing it. Ordinarily the wave disintegrates when coming upon a crossroads, but with a mind to guide it, an exit direction can be controlled.$(br2)This manipulation is not nearly so fine as the delicacy of actuating a spell circle. In fact, it might be possible to do it by hand... but the packaged minds I have access to now would be so very convenient. 引导$(media)媒质/$比产生一个自我维持的媒质波简单许多。一般来说媒质波会在分叉处消散,但如果有一个用来指引的意识,媒质的流向就能被操控了。$(br2)这种操控所需的精度完全不比启动法术环的精度,我自己上都行……但封进一个意识实在太方便了。 ✔ 术语 i => i
hexcasting.page.directrix.2 A $(l:greatwork/directrix)$(item)Directrix/$ accepts a wave of _media and determines to which of the arrows it will exit from, depending on the villager mind inside.$(br2)I am not certain if this idea was bestowed upon me, or if my mind is bent around the barrier enough to splint off its own ideas now... but if the idea came from my own mind, if I thought it, can it be said it was bestowed? The brain is a vessel for the mind and the mind is a vessel for ideas and the ideas vessel thought and thought sees all and knows all-- I MUST N O T $(l:greatwork/directrix)$(item)导向石/$会接受一个$(media)媒质/$波并决定它的流向,具体如何操控主要看其中的村民意识。$(br2)我不清楚是这个想法先找到我的,还是我的意识先产生这种想法的……如果这种想法是我的意识产生的,是我自己想出来的,那还能说是想法找到我吗?大脑是意识的容器意识是想法的容器想法思维容器思维全知思维全知——停,下。 ✔ 术语 i => i
⚠ 术语异常 all => 全部
⚠ 术语异常 off => 关
⚠ 术语异常 on => 开
⚠ 术语异常 barrier => 屏障
✔ 术语 villager => 村民
⚠ 术语异常 brain => 脑纹
hexcasting.page.directrix.directrix_redstone A $(l:greatwork/directrix)$(item)Mason Directrix/$ switches output side based on a redstone signal. Without a signal, the exit is the _media-color side; with a signal, the exit is the redstone-color side. $(l:greatwork/directrix)$(item)石匠导向石/$会根据红石信号改变输出方向。没有信号的话,出口是$(media)媒质/$色的一端;有信号的话,出口是红石色的一端。 ✔ 术语 redstone => 红石
⚠ 术语异常 on => 开
⚠ 术语异常 redstone => 红石粉
hexcasting.page.akashiclib.1 I KNOW SO MUCH it is ONLY RIGHT to have a place to store it all. Information can be stored in books but it is oh so so so so $(italic)slow/$ to write by hand and read by eye. I demand BETTER. And so I shall MAKE better.$(br2)... I am getting worse ... do not know if I have time to write everything bursting through my head before expiring. 我所知甚多,将所知存于某处是唯一正途。信息能用书本存储但徒手书写以眼阅读非常非常非常非常$(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。 ✔ 术语 i => i
⚠ 术语异常 right => 右手
⚠ 术语异常 head => 生物头颅
hexcasting.page.akashiclib.2 The library. Here. My plans.$(br2)Like how patterns are associated with actions, I can associate my own patterns with iotas in any way I choose. An $(l:greatwork/akashiclib)$(item)Akashic Record/$ controls the library, and each $(l:greatwork/akashiclib)$(item)Akashic Bookshelf/$ stores one pattern mapped to one iota. These must all be directly connected together, touching. An $(l:greatwork/akashiclib)$(item)Akashic Ligature/$ doesn't do anything but count as a connecting block, to extend the size of my library. 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。 ✔ 术语 i => i
⚠ 术语异常 all => 全部
hexcasting.page.akashiclib.akashic_record Allocating and assigning patterns is simple but oh so boring. I have better things to do. I will need a mind well-used to its work for the extraction to stay sound. 存储和分配图案非常简单但太过磨人,我还有要紧事要做。剥离一个精于此道的意识能省很多麻烦。 ⚠ 术语异常 i => i
⚠ 术语异常 work => 工作
hexcasting.page.akashiclib.3 Then to operate the library is simple, the patterns are routed through the librarian and it looks them up and returns the iota to you. Two actions do the work. $(l:patterns/akashic_patterns)Notes here/$.$(br2)Using an empty $(l:items/scroll)$(item)scroll/$ on a bookshelf copies the pattern there onto the $(l:items/scroll)$(item)scroll/$. Sneaking and using an empty hand clears the datum in the shelf. 图书馆的使用方法很简单,交给图书管理员一个图案,然后他把对应的 iota 交给你。共有两个相关图案,$(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。 ⚠ 术语异常 up => 向上
⚠ 术语异常 on => 开
⚠ 术语异常 returns => 收回
✔ 术语 bookshelf => 书架
✔ 术语 sneaking => 潜行
hexcasting.page.readers_guide.1 I've divided all the valid patterns I've found into sections based on what they do, more or less. I've written down the stroke order of the patterns as well, if I managed to find it in my studies, with the start of the pattern marked with a red dot.$(br2)If an action is cast by multiple patterns, as is the case with some, I'll write them all side-by-side. 我将我找到的所有图案根据作用分为了几类。我也记下了它们的笔画顺序,前提是我在研究中发现了确切顺序。绘制起点标记为一个稍大的红点。$(br2)如果某个操作需要绘制多个图案才能执行,我会将那些图案排在一起。 ⚠ 术语异常 i => i
⚠ 术语异常 all => 全部
⚠ 术语异常 down => 向下
⚠ 术语异常 on => 开
⚠ 术语异常 red => 红色
hexcasting.page.readers_guide.2 For a few patterns, however, I was $(italic)not/$ able to find the stroke order, just the shape. I suspect the order to draw them in are out there, locked away in the ancient libraries and dungeons of the world.$(br2)In such cases I just draw the pattern without any information on the order to draw it in. 我$(italic)没法确定/$某些图案的笔顺,不过它们的形状是确定的。我猜测它们的画法就藏在某些古代的图书馆和地牢里。$(br2)我只会记录这类图案的外形,笔顺不记。 ✔ 术语 dungeons => 地牢
✔ 术语 i => i
⚠ 术语异常 on => 开
⚠ 术语异常 locked => 锁上
⚠ 术语异常 locked => 上锁的, 已锁定的
hexcasting.page.readers_guide.3 I also write the types of iota that the action will consume or modify, a "→", and the types of iota the action will create.$(p)For example, "$(n)vector, number/$ → $(n)vector/$" means the action will remove a vector and a number from the top of the stack, and then add a vector; or, put another way, will remove a number from the stack, and then modify the vector at the top of the stack. (The number needs to be on the top of the stack, with the vector right below it.) 我也会记下操作接受或修改的 iota 的类型,后接一个“→”,再后接这些操作产生的 iota 的类型。$(p)例如,“$(n)vector, number/$ → $(n)vector/$” 意味着该操作会从栈顶移除一个向量和一个数,然后压入一个向量;或者说,移除一个数,然后修改栈顶的向量。(数需在栈顶,向量则需直接处于数下方。) ⚠ 术语异常 right => 右手
⚠ 术语异常 on => 开
hexcasting.page.readers_guide.4 "→ $(n)entity/$" means it'll just push an entity. "$(n)entity, vector/$ →" means it removes an entity and a vector, and doesn't push anything.$(br2)Finally, if I find the little dot marking the stroke order too slow or confusing, I can press $(thing)Control/Command/$ to display a gradient, where the start of the pattern is darkest and the end is lightest. This works on scrolls and when casting, too! “→ $(n)entity/$”意味着该操作只会压入一个实体。“$(n)entity, vector/$ →”意味着该操作会弹出一个实体和一个向量,而不压入任何 iota。$(br2)再提一句,如果觉得标记笔顺的小点太慢或太难看清楚,可以按下 $(thing)Control 或 Command/$ 将图案以渐变显示,起始点最深,结束点最浅。卷轴和咒术网格也能这样! ⚠ 术语异常 end => end
✔ 术语 i => i
⚠ 术语异常 on => 开
✔ 术语 entity => 实体
⚠ 术语异常 the end => 末地, 末路之地
⚠ 术语异常 the end => 末地
⚠ 术语异常 end => 末地, 末路之地
hexcasting.page.basics_pattern.get_entity_pos Transforms an entity on the stack into its position. 将栈顶的实体变为其位置。 ⚠ 术语异常 on => 开
⚠ 术语异常 transforms => 转化
✔ 术语 entity => 实体
hexcasting.page.basics_pattern.get_entity_look Transforms an entity on the stack into the direction it's looking in, as a unit vector. 将栈顶的实体变为其视线方向上的单位向量。 ⚠ 术语异常 on => 开
⚠ 术语异常 transforms => 转化
✔ 术语 entity => 实体
hexcasting.page.basics_pattern.get_entity_height Transforms an entity on the stack into its height. 将栈顶的实体变为其高度。 ⚠ 术语异常 on => 开
⚠ 术语异常 transforms => 转化
✔ 术语 entity => 实体
hexcasting.page.basics_pattern.get_entity_velocity Transforms an entity on the stack into the direction in which it's moving, with the speed of that movement as that direction's magnitude. 将栈顶的实体变为其移动方向上的向量,其模长为实体的移动速度。 ✔ 术语 movement => 移动
⚠ 术语异常 on => 开
⚠ 术语异常 transforms => 转化
✔ 术语 speed => 速度
✔ 术语 entity => 实体
hexcasting.page.basics_pattern.raycast.1 Combines two vectors (a position and a direction) into the answer to the question: If I stood at the position and looked in the direction, what block would I be looking at? Costs a negligible amount of _media. 将两个向量组合(分别表示位置和方向)并返回如下问题的答案:若我站在该位置并看向该方向,我会看到什么方块?消耗极少量$(media)媒质/$。 ✔ 术语 i => i
hexcasting.page.basics_pattern.raycast.2 For example, casting this with my own position and look vectors will return the coordinates of the block I am looking at.$(br2)If it doesn't hit anything, the vectors will combine into $(l:casting/influences)$(thing)Null/$. 例如,用我自己的位置和视线向量运行该图案,会返回我所看方块的坐标。$(br2)如果视线并未碰到任何方块,运行结果则是 $(l:casting/influences)$(thing)Null/$。 ✔ 术语 i => i
⚠ 术语异常 hit => 击中玩家
hexcasting.page.basics_pattern.raycast/axis.1 Like $(l:patterns/basics#hexcasting:raycast)$(action)Archer's Distillation/$, but instead returns a vector representing the answer to the question: Which $(italic)side/$ of the block am I looking at? Costs a negligible amount of _media. 与$(l:patterns/basics#hexcasting:raycast)$(action)弓箭手之馏化/$类似,但会返回如下问题的答案:我看着的是方块的$(italic)哪一面/$?消耗极少量$(media)媒质/$。 ✔ 术语 i => i
⚠ 术语异常 returns => 收回
hexcasting.page.basics_pattern.raycast/axis.2 More specifically, it returns the $(italic)normal vector/$ of the face hit, or a unit vector pointing perpendicular to the face.$(li)If I am looking at a floor, it will return (0, 1, 0).$(li)If I am looking at the south face of a block, it will return (0, 0, 1). 更确切地说,它会返回所看面的$(italic)法向量/$,也即垂直于该面的单位向量。$(li)如果我看着地面,它会返回(0, 1, 0)。$(li)如果我看着某方块面向南方的侧面,它会返回 (0, 0, 1)。 ✔ 术语 i => i
⚠ 术语异常 returns => 收回
hexcasting.page.basics_pattern.raycast/entity Like $(l:patterns/basics#hexcasting:raycast)$(action)Archer's Distillation/$, but instead returns the $(italic)entity/$ I am looking at. Costs a negligible amount of _media. 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/$。消耗极少量$(media)媒质/$。 ✔ 术语 i => i
⚠ 术语异常 returns => 收回
hexcasting.page.numbers.1 Irritatingly, there is no easy way to draw numbers. Here is the method Nature deigned to give us. 烦人的是,没有绘制数字的简单方法。自然屈尊为我们创造的方法如下。 ⚠ 术语异常 no => 否
✔ 术语 easy => 简单
hexcasting.page.numbers.2 First, I draw one of the two shapes shown on the other page. Next, the $(italic)angles/$ following will modify a running count starting at 0.$(li)Forward: Add 1$(li)Left: Add 5$(li)Right: Add 10$(li)Sharp Left: Multiply by 2$(li)Sharp Right: Divide by 2.$(br)The clockwise version of the pattern, on the right of the other page, will negate the value at the very end. (The left-hand counter-clockwise version keeps the number positive).$(p)Once I finish drawing, the number's pushed to the top of the stack. 首先,绘制左页两图案中的一种,默认数值为 0。然后,每一画的$(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。 ✔ 术语 i => i
⚠ 术语异常 shown => 显示
⚠ 术语异常 right => 右手
⚠ 术语异常 on => 开
hexcasting.page.numbers.example.4.5 This pattern pushes 4.5: 5 / 2 + 1 + 1. 该图案会返回 4.5:5 / 2 + 1 + 1。 ✔ 术语 / => /
hexcasting.page.math.numvec Many mathematical operations function on both numbers and vectors. Such arguments are written as "num/vec". 许多数学操作对数和向量都有效。这类参数记为“num/vec”。 ⚠ 术语异常 on => 开
hexcasting.page.math.sub.2 As such:$(li)With two numbers at the top of the stack, combines them into their difference.$(li)With a number and a vector, removes the number from the stack and subtracts it from each element of the vector.$(li)With two vectors, combines them by subtracting each component.$(br2)In all cases, the top of the stack or its components are subtracted $(italic)from/$ the second-from-the-top. 操作如下:$(li)若栈顶为两个数,返回其差。$(li)若为一个数和一个向量,移除该数并从向量的每个分量与其相减。$(li)若为两个向量,将对应分量相减。$(br2)栈顶元素为减数/减向量,栈顶往下第二元素为被减数/被减向量。 ⚠ 术语异常 all => 全部
hexcasting.page.math.pow_proj.2 With two numbers, combines them by raising the first to the power of the second.$(li)With a number and a vector, removes the number and raises each component of the vector to the number's power.$(li)With two vectors, combines them into the $(l:https://en.wikipedia.org/wiki/Vector_projection)vector projection/$ of the top of the stack onto the second-from-the-top.$(br2)In the first and second cases, the first argument or its components are the base, and the second argument or its components are the exponent. 若栈顶为两个数,返回两数的乘方。$(li)若为一个数和一个向量,移除该数并计算向量的每个分量与该数的乘方。$(li)若为两个向量,计算栈顶向量对栈顶往下第二向量的$(l:https://en.wikipedia.org/wiki/Vector_projection)向量射影/$。$(br2)第一第二种情况下,栈顶元素或其分量为指数, 栈顶往下第二元素或其分量为底数。 ⚠ 术语异常 power => 力量
hexcasting.page.math.floor "Floors" a number, cutting off the fractional component and leaving an integer value. 对一个数取底,也即去掉小数部分取整。 ⚠ 术语异常 off => 关
hexcasting.page.math.modulo Takes the modulus of two numbers. This is the amount $(italics)remaining/$ after division - for example, 5 % 2 is 1, and 5 % 3 is 2. 取两数除法的余数。也即执行除法后$(italic)剩余/$的数。例如,5 %% 2 得 1,5 %% 3 得 2。 ⚠ 术语异常 - => -
hexcasting.page.advanced_math.sin Takes the sine of an angle in radians, yielding the vertical component of that angle drawn on a unit circle. Related to the values of $(l:patterns/consts#hexcasting:const/double/pi)$(thing)π/$ and $(l:patterns/consts#hexcasting:const/double/tau)$(thing)τ/$. 计算所给角(弧度制)的正弦,也即该角在单位圆上的纵坐标。与 $(l:patterns/consts#hexcasting:const/double/pi)$(thing)π/$ 和 $(l:patterns/consts#hexcasting:const/double/tau)$(thing)τ/$ 的值有关。 ⚠ 术语异常 on => 开
⚠ 术语异常 drawn => 绘制
hexcasting.page.advanced_math.cos Takes the cosine of an angle in radians, yielding the horizontal component of that angle drawn on a unit circle. Related to the values of $(l:patterns/consts#hexcasting:const/double/pi)$(thing)π/$ and $(l:patterns/consts#hexcasting:const/double/tau)$(thing)τ/$. 计算所给角(弧度制)的余弦,也即该角在单位圆上的横坐标。与 $(l:patterns/consts#hexcasting:const/double/pi)$(thing)π/$和 $(l:patterns/consts#hexcasting:const/double/tau)$(thing)τ/$ 的值有关。 ⚠ 术语异常 on => 开
⚠ 术语异常 drawn => 绘制
hexcasting.page.advanced_math.tan Takes the tangent of an angle in radians, yielding the slope of that angle drawn on a circle. Related to the values of $(l:patterns/consts#hexcasting:const/double/pi)$(thing)π/$ and $(l:patterns/consts#hexcasting:const/double/tau)$(thing)τ/$. 计算所给角(弧度制)的正切,也即该角在单位圆上的斜率。与 $(l:patterns/consts#hexcasting:const/double/pi)$(thing)π/$ 和 $(l:patterns/consts#hexcasting:const/double/tau)$(thing)τ/$ 的值有关。 ⚠ 术语异常 on => 开
⚠ 术语异常 drawn => 绘制
hexcasting.page.sets.numlist Set operations are odd, in that some of them can accept two numbers or two lists, but not a combination thereof. Such arguments will be written as "num, num/list, list".$(br2)When numbers are used in those operations, they are being used as so-called binary "bitsets", lists of 1 and 0, true and false, "on" and "off". 集合操作比较奇怪,部分操作只能接受两个数或两个列表,但一个数一个列表就不行。这类参数记为“num, num/list, list”。$(br2)当接受的是数时,它们将被视为所谓二进制的“位组”,也就是由 1 和 0、真和假、“开”和“关”组成的列表。 ⚠ 术语异常 used => 使用
hexcasting.page.sets.not Takes the inversion of a bitset, changing all "on" bits to "off" and vice versa. In my experience, this will take the form of that number negated and decreased by one. For example, 0 will become -1, and -100 will become 99. 对位组执行位非操作,将所有为 1 的比特换为 0,反之亦然。就我经验而言,这会使一个数变为其相反数,然后减 1。例如,0 会变成 -1,而 -100 会变成 99。 ⚠ 术语异常 all => 全部
⚠ 术语异常 decreased => 少量
hexcasting.page.stackmanip.stack These patterns concern the $(l:casting/stack)$(thing)Stack/$ itself. Many of them pop different numbers of arguments and push different numbers of outputs depending on the inputs you give them. Such occurrences are written as "many". 这些图案会直接对$(l:casting/stack)$(thing)栈/$进行操控。这其中的许多图案都会根据提供的参数弹出或压入不同数目的元素。这类参数记为“many”。 ⚠ 术语异常 on => 开
✔ 术语 pop => 弹出
⚠ 术语异常 pop => 破裂
hexcasting.page.stackmanip.duplicate_n Removes the number at the top of the stack, then copies the top iota of the stack that number of times. (A count of 2 results in two of the iota on the stack, not three.) 移除栈顶的数,然后将现在的栈顶元素复制该数次。(若所给数为 2,则栈顶会有两个同一元素。) ⚠ 术语异常 on => 开
hexcasting.page.stackmanip.mask.1 An infinite family of actions that keep or remove elements at the top of the stack based on the sequence of dips and lines. 一组无限个根据凹槽和横线的顺序来保留或移除栈中元素的操作。 ⚠ 术语异常 on => 开
hexcasting.page.stackmanip.mask.2 Assuming that I draw a Bookkeeper's Gambit pattern left-to-right, the number of iotas the action will require is determined by the horizontal distance covered by the pattern. From deepest in the stack to shallowest, a flat line will keep the iota, whereas a triangle dipping down will remove it.$(br2)If my stack contains $(italic)0, 1, 2/$ from deepest to shallowest, drawing the first pattern opposite will give me $(italic)1/$, the second will give me $(italic)0/$, and the third will give me $(italic)0, 2/$ (the 0 at the bottom is left untouched). 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)。 ✔ 术语 i => i
⚠ 术语异常 down => 向下
⚠ 术语异常 left => 左手
hexcasting.page.stackmanip.swizzle.1 Rearranges the top elements of the stack based on the given numerical code, which is the index of the permutation wanted. Costs an amount of media that starts negligible and scales up as the numerical code does. 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。 ⚠ 术语异常 up => 向上
⚠ 术语异常 on => 开
hexcasting.page.stackmanip.swizzle.2 Although I can't pretend to know the mathematics behind calculating this permutation code, I have managed to dig up an extensive chart of them, enumerating all permutations of up to six elements.$(br2)If I wish to do further study, the key word is "Lehmer Code." 我确实不知道数字代码和重排操作的完整对应关系,但我整理了一份对应表格,整理了最多六个元素的重排的编码。$(br2)如果要延伸阅读,可以搜索“Lehmer Code”。 ⚠ 术语异常 i => i
⚠ 术语异常 all => 全部
⚠ 术语异常 up => 向上
hexcasting.page.stackmanip.swizzle.link Table of Codes 编码列表 ⚠ 术语异常 table => 台
hexcasting.page.entities.get_entity Transform the position on the stack into the entity at that location (or $(l:casting/influences)$(thing)Null/$ if there isn't one). 将栈顶位置向量变为该处实体(若无则返回 $(l:casting/influences)$(thing)Null/$)。 ⚠ 术语异常 on => 开
✔ 术语 entity => 实体
hexcasting.page.entities.get_entity/animal Transform the position on the stack into the animal at that location (or $(l:casting/influences)$(thing)Null/$ if there isn't one). 将栈顶位置向量变为该处动物(若无则返回 $(l:casting/influences)$(thing)Null/$)。 ⚠ 术语异常 on => 开
hexcasting.page.entities.get_entity/monster Transform the position on the stack into the monster at that location (or $(l:casting/influences)$(thing)Null/$ if there isn't one). 将栈顶位置向量变为该处怪物(若无则返回 $(l:casting/influences)$(thing)Null/$)。 ⚠ 术语异常 on => 开
hexcasting.page.entities.get_entity/item Transform the position on the stack into the dropped item at that location (or $(l:casting/influences)$(thing)Null/$ if there isn't one). 将栈顶位置向量变为该处物品实体(若无则返回 $(l:casting/influences)$(thing)Null/$)。 ⚠ 术语异常 dropped => 丢弃个数
⚠ 术语异常 on => 开
✔ 术语 item => 物品
hexcasting.page.entities.get_entity/player Transform the position on the stack into the player at that location (or $(l:casting/influences)$(thing)Null/$ if there isn't one). 将栈顶位置向量变为该处玩家(若无则返回 $(l:casting/influences)$(thing)Null/$)。 ⚠ 术语异常 on => 开
✔ 术语 player => 玩家
hexcasting.page.entities.get_entity/living Transform the position on the stack into the living creature at that location (or $(l:casting/influences)$(thing)Null/$ if there isn't one). 将栈顶位置向量变为该处生物(若无则返回 $(l:casting/influences)$(thing)Null/$)。 ⚠ 术语异常 on => 开
hexcasting.page.entities.zone_entity/animal Take a position and maximum distance on the stack, and combine them into a list of animals near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有动物的列表。 ✔ 术语 maximum => 最大
⚠ 术语异常 on => 开
hexcasting.page.entities.zone_entity/not_animal Take a position and maximum distance on the stack, and combine them into a list of non-animal entities near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有非动物实体的列表。 ✔ 术语 maximum => 最大
⚠ 术语异常 on => 开
hexcasting.page.entities.zone_entity/monster Take a position and maximum distance on the stack, and combine them into a list of monsters near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有怪物的列表。 ✔ 术语 maximum => 最大
⚠ 术语异常 on => 开
hexcasting.page.entities.zone_entity/not_monster Take a position and maximum distance on the stack, and combine them into a list of non-monster entities near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有非怪物实体的列表。 ✔ 术语 maximum => 最大
⚠ 术语异常 on => 开
hexcasting.page.entities.zone_entity/item Take a position and maximum distance on the stack, and combine them into a list of dropped items near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有掉落的物品的列表。 ✔ 术语 items => 物品
⚠ 术语异常 dropped => 丢弃个数
✔ 术语 maximum => 最大
⚠ 术语异常 on => 开
hexcasting.page.entities.zone_entity/not_item Take a position and maximum distance on the stack, and combine them into a list of non-dropped-item entities near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有非物品实体的列表。 ✔ 术语 maximum => 最大
⚠ 术语异常 on => 开
hexcasting.page.entities.zone_entity/player Take a position and maximum distance on the stack, and combine them into a list of players near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有玩家的列表。 ✔ 术语 players => 玩家
✔ 术语 maximum => 最大
⚠ 术语异常 on => 开
hexcasting.page.entities.zone_entity/not_player Take a position and maximum distance on the stack, and combine them into a list of non-player characters near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有非玩家实体的列表。 ✔ 术语 maximum => 最大
⚠ 术语异常 on => 开
hexcasting.page.entities.zone_entity/living Take a position and maximum distance on the stack, and combine them into a list of living creatures near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有生物的列表。 ✔ 术语 maximum => 最大
⚠ 术语异常 on => 开
hexcasting.page.entities.zone_entity/not_living Take a position and maximum distance on the stack, and combine them into a list of non-living entities near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有非生物实体的列表。 ✔ 术语 maximum => 最大
⚠ 术语异常 on => 开
hexcasting.page.entities.zone_entity Take a position and maximum distance on the stack, and combine them into a list of all entities near the position. 获取栈顶的位置和最大距离,返回该位置给定距离范围内所有实体的列表。 ⚠ 术语异常 all => 全部
✔ 术语 maximum => 最大
⚠ 术语异常 on => 开
hexcasting.page.lists.append Remove the top of the stack, then add it to the end of the list at the top of the stack. 移除栈顶元素,将其加到栈顶列表的末尾。 ⚠ 术语异常 end => end
⚠ 术语异常 the end => 末地, 末路之地
⚠ 术语异常 the end => 末地
⚠ 术语异常 end => 末地, 末路之地
hexcasting.page.lists.concat Remove the list at the top of the stack, then add all its elements to the end of the list at the top of the stack. 移除栈顶列表,将其中元素加到当前栈顶列表的末尾。 ⚠ 术语异常 end => end
⚠ 术语异常 all => 全部
⚠ 术语异常 the end => 末地, 末路之地
⚠ 术语异常 the end => 末地
⚠ 术语异常 end => 末地, 末路之地
hexcasting.page.patterns_as_iotas.1 One of the many peculiarities of this art is that $(italic)patterns themselves/$ can act as iotas-- I can even put them onto my stack when casting.$(br2)This raises a fairly obvious question: how do I express them? If I simply drew a pattern, it would hardly tell Nature to add it to my stack-- rather, it would simply be matched to an action. 咒法学中的一个怪异之处就是$(italic)图案本身/$也可被视为 iota——甚至能在施法时被压到栈中。$(br2)这就产生了一个问题:我怎么把图案用作 iota 呢?如果就只是画一遍,自然大概不会将其理解为“把它加到栈里”,而只会将其与操作对应起来。 ✔ 术语 i => i
hexcasting.page.patterns_as_iotas.2 Fortunately, Nature has provided me with a set of $(l:casting/influences)influences/$ that I can use to work with patterns directly.$(br2)In short, $(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)Consideration/$ lets me add one pattern to the stack, and $(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)Introspection/$ and $(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)Retrospection/$ let me add a whole list. 幸运的是,自然提供了一组专用于此道的$(l:casting/influences)虚指/$。$(br2)简而言之,$(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)考察/$使我能将一个图案加到栈中,$(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)内省/$和$(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)反思/$则能加入一整个列表。 ✔ 术语 i => i
⚠ 术语异常 work => 工作
hexcasting.page.patterns_as_iotas.escape.1 To use $(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)Consideration/$, I draw it, then another arbitrary pattern. That second pattern is added to the stack. 要使用$(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)考察/$,先绘制它,然后绘制任意图案。第二个图案就会被加到栈中。 ✔ 术语 i => i
hexcasting.page.patterns_as_iotas.parens.1 Drawing $(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)Introspection/$ makes my drawing of patterns act differently, for a time. Until I draw $(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)Retrospection/$, the patterns I draw are saved. Then, when I draw $(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)Retrospection/$, they are added to the stack as a list iota. 绘制$(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)内省/$会让这之后绘制的图案不再与操作联系。而在绘制$(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)反思/$后,之前绘制的图案就会作为一个列表加到栈中。 ✔ 术语 i => i
hexcasting.page.patterns_as_iotas.parens.2 If I draw another $(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)Introspection/$, it'll still be saved to the list, but I'll then have to draw $(italic)two/$ $(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)Retrospections/$ to get back to normal casting. 如果绘制内省后再绘制一个$(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)内省/$,则它也将被加到列表中,而且需绘制$(italic)两次/$$(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)反思/$才能回到正常施法模式。 ✔ 术语 i => i
⚠ 术语异常 back => 返回
⚠ 术语异常 normal => 普通
✔ 术语 normal => 中
hexcasting.page.patterns_as_iotas.parens.3 Also, I can escape the special behavior of $(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)Intro-/$ and $(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)Retrospection/$ by drawing a $(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)Consideration/$ before them, which will simply add them to the list without affecting which the number of $(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)Retrospections/$ I need to return to casting.$(br2)If I draw two $(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)Considerations/$ in a row while $(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)introspecting/$, it will add a single $(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)Consideration/$ to the list. 而且,如果在绘制$(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)内省/$和$(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)反思/$前绘制一个$(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)考察/$,我就能绕过它们的特殊功能,并将它们作为普通图案加到栈中,且不会影响返回正常施法模式前要绘制的$(l:patterns/patterns_as_iotas#hexcasting:close_paren)$(action)反思/$个数。$(br2)如果在$(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)考察中/$连续绘制两个$(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)考察/$,只有第一个$(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)考察/$会被加到栈中。 ✔ 术语 escape => esc
✔ 术语 i => i
hexcasting.page.readwrite.read Copy the iota stored in the item (such as a $(l:items/scroll)$(item)Scroll/$, $(l:items/focus)$(item)Focus/$, $(l:items/abacus)$(item)Abacus/$ or $(l:items/spellbook)$(item)Spellbook/$) in my other hand, and add it to the stack. 复制另一只手中的物品中存储的 iota(例如从$(l:items/scroll)$(item)卷轴/$、$(l:items/focus)$(item)核心/$、$(l:items/abacus)$(item)算盘/$或$(l:items/spellbook)$(item)法术书/$中),并加到栈中。 ✔ 术语 item => 物品
hexcasting.page.readwrite.readable If the item in my other hand holds an iota I can read, returns 1. Otherwise, returns 0. 如果另一只手中的物品存有可读取的 iota,返回 1。否则返回 0。 ✔ 术语 i => i
⚠ 术语异常 returns => 收回
✔ 术语 item => 物品
hexcasting.page.readwrite.read/entity Like $(l:patterns/readwrite#hexcasting:read)$(action)Scribe's Reflection/$, but the iota is read out of an item entity instead of my other hand. 就和$(l:patterns/readwrite#hexcasting:read)$(action)书吏之精思/$一样,但会将 iota 从物品实体而非手中物品中读出。 ✔ 术语 item => 物品
✔ 术语 entity => 实体
hexcasting.page.readwrite.readable/entity Also like $(l:patterns/readwrite#hexcasting:readable)$(action)Auditor's Reflection/$, but the status is once again read out of an item entity instead of my other hand. 就和$(l:patterns/readwrite#hexcasting:readable)$(action)审计员之精思/$一样,但检测的是物品实体而非手中物品。 ✔ 术语 item => 物品
✔ 术语 entity => 实体
hexcasting.page.readwrite.write.1 Remove the top iota from the stack, and save it into the item in my other hand. 移除栈顶 iota,并将其存入另一只手的物品中。 ⚠ 术语异常 save => 保存
⚠ 术语异常 save => 储存模式
✔ 术语 item => 物品
hexcasting.page.readwrite.write.2 I can use this spell to save iotas into an (unsealed) $(l:items/focus)$(item)Focus/$ or $(l:items/spellbook)$(item)Spellbook/$, or I can copy patterns onto $(l:items/scroll)$(item)Scrolls/$ or $(l:items/slate)$(item)Slates/$ with the help of $(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)Consideration/$.$(br2)However, it seems I am unable to save a reference to another player, only me. I suppose an entity reference is similar to the idea of a True Name; perhaps Nature is helping to keep our Names out of the hands of enemies. If I want a friend to have my Name I can make a $(l:items/focus)$(item)Focus/$ for them. 可以这个法术将 iota 存入未密封的$(l:items/focus)$(item)核心/$或$(l:items/spellbook)$(item)法术书/$中,也可用$(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)考察/$将图案存入$(l:items/scroll)$(item)卷轴/$或$(l:items/slate)$(item)石板/$。$(br2)然而,我不能将代表另一位玩家的 iota 写入物品,只能写入我的。我认为这和“真名”类似。也许是自然在阻止我们的真名落入敌手。如果我想把我的真名交给朋友,做个$(l:items/focus)$(item)核心/$给他们就好了。 ✔ 术语 i => i
⚠ 术语异常 save => 保存
⚠ 术语异常 save => 储存模式
⚠ 术语异常 entity => 实体
hexcasting.page.readwrite.writable If I could save the given iota into the item in my other hand, returns 1. Otherwise, returns 0. 如果可将所给 iota 写入另一只手中的物品中,返回 1。否则返回 0。 ✔ 术语 i => i
⚠ 术语异常 save => 保存
⚠ 术语异常 save => 储存模式
⚠ 术语异常 returns => 收回
✔ 术语 item => 物品
hexcasting.page.readwrite.local Items are not the only places I can store information, however. I am also able to store that information in the _media of the _Hex itself, much like the stack, but separate. Texts refer to this as the $(l:patterns/readwrite#hexcasting:local)$(thing)ravenmind/$. It holds a single iota, much like a $(l:items/focus)$(item)Focus/$, and begins with $(l:casting/influences)$(thing)Null/$ like the same. It is preserved between iterations of $(l:patterns/meta#hexcasting:for_each)$(action)Thoth's Gambit/$, but only lasts as long as the _Hex it's a part of. Once I stop casting, the value will be lost. 物品不是唯一一个能存入信息的地方,我也可以将其存到$(hex)咒术/$自身的$(media)媒质/$里,就和栈差不多。文献将其称为$(l:patterns/readwrite#hexcasting:local)$(thing)渡鸦之思/$。它能存有一个 iota,默认为 $(l:casting/influences)$(thing)Null/$,和$(l:items/focus)$(item)核心/$差不多。它在每次使用$(l:patterns/meta#hexcasting:for_each)$(action)托特之策略/$后保持不变,但也只能撑到$(hex)咒术/$结束。一旦施法结束,其值就会被清除。 ✔ 术语 i => i
hexcasting.page.readwrite.write/local Removes the top iota from the stack, and saves it to my $(l:patterns/readwrite#hexcasting:local)$(thing)ravenmind/$, storing it there until I stop casting the _Hex. 移除栈顶 iota,并将其存入$(l:patterns/readwrite#hexcasting:local)$(thing)渡鸦之思/$,在施放$(hex)咒术/$的整个过程结束之前一直存在那里。 ✔ 术语 i => i
hexcasting.page.readwrite.read/local Copy the iota out of my $(l:patterns/readwrite#hexcasting:local)$(thing)ravenmind/$, which I likely just wrote with $(l:patterns/readwrite#hexcasting:write/local)$(action)Huginn's Gambit/$. 将$(l:patterns/readwrite#hexcasting:local)$(thing)渡鸦之思/$中的 iota 复制出来。(也许刚刚才用$(l:patterns/readwrite#hexcasting:write/local)$(action)福金之策略/$写进去。) ✔ 术语 i => i
hexcasting.page.meta.eval.1 Remove a pattern or list of patterns from the stack, then cast them as if I had drawn them myself with my $(l:items/staff)$(item)Staff/$ (until a $(l:patterns/meta#hexcasting:halt)$(action)Charon's Gambit/$ is encountered). If an iota is escaped with $(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)Consideration/$ or $(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)its ilk/$, it will be pushed to the stack. Otherwise, non-patterns will fail. 移除栈顶的图案列表,然后就像我用$(l:items/staff)$(item)法杖/$施法一样依次运行(直到碰到$(l:patterns/meta#hexcasting:halt)$(action)卡戎之策略/$)。如果一个 iota 已用$(l:patterns/patterns_as_iotas#hexcasting:escape)$(action)考察/$或$(l:patterns/patterns_as_iotas#hexcasting:open_paren)$(action)类似手段/$作为图案加入栈中,那么该 iota 将在运行时被加到栈中。否则其将在非图案元素运行失败。 ✔ 术语 i => i
⚠ 术语异常 drawn => 绘制
hexcasting.page.meta.eval.2 This can be $(italic)very/$ powerful in tandem with $(l:items/focus)$(item)Foci/$.$(br2)It also makes the bureaucracy of Nature a "Turing-complete" system, according to one esoteric scroll I found.$(br2)However, it seems there's a limit to how many times a _Hex can cast itself-- Nature doesn't look kindly on runaway spells!$(br2)In addition, with the energies of the patterns occurring without me to guide them, any mishap will cause the remaining actions to become too unstable and immediately unravel. 若与$(l:items/focus)$(item)核心/$同时使用,它将提供$(italic)极为/$强大的操控能力。$(br2)距我找到的一张奇特卷轴所称,它还将自然的咒法体系变为了一个“图灵完备”的系统。$(br2)然而,$(hex)咒术/$能重复执行自身的次数是有限的——自然不会对失控的法术手软的!$(br2)此外,若让图案不在我的引导下操控能量,那么任何事故都可能导致后续操作不稳定甚至直接执行不了。 ✔ 术语 i => i
⚠ 术语异常 on => 开
hexcasting.page.meta.for_each.2 More specifically, for each element in the second list, it will:$(li)Create a new stack, with everything on the current stack plus that element$(li)Draw all the patterns in the first list$(li)Save all the iotas remaining on the stack to a list$(br)Then, after all is said and done, pushes the list of saved iotas onto the main stack.$(br2)No wonder all the practitioners of this art go mad. 更确切地说,对应后一列表中的每个元素,它将:$(li)创建一个新栈,其中包括当前栈中的所有元素和后一列表中的一个元素。$(li)绘制前一列表中的所有图案。$(li)将该栈中剩余的所有元素存进一个列表。$(br)在所有元素都运行一遍后,将该列表压入原本的栈中。$(br2)也难怪精通此操作的人都疯了。 ⚠ 术语异常 all => 全部
⚠ 术语异常 current => 当前分辨率
⚠ 术语异常 on => 开
hexcasting.page.meta.halt.1 This pattern forcibly halts a _Hex. This is mostly useless on its own, as I could simply just stop writing patterns, or put down my staff. 这个图案将强制停止$(hex)咒术/$的施放。它独自出现可能没什么用,我只要不绘制图案或是放下法杖就行了。 ⚠ 术语异常 i => i
⚠ 术语异常 down => 向下
⚠ 术语异常 on => 开
hexcasting.page.meta.halt.2 But when combined with $(l:patterns/meta#hexcasting:eval)$(action)Hermes'/$ or $(l:patterns/meta#hexcasting:for_each)$(action)Thoth's Gambits/$, it becomes $(italics)far/$ more interesting. Those patterns serve to 'contain' that halting, and rather than ending the entire _Hex, those gambits end instead. This can be used to cause $(l:patterns/meta#hexcasting:for_each)$(action)Thoth's Gambit/$ not to operate on every iota it's given. An escape from the madness, as it were. 但当与$(l:patterns/meta#hexcasting:eval)$(action)赫尔墨斯之策略/$或$(l:patterns/meta#hexcasting:for_each)$(action)托特之策略/$一起使用时,它就将发挥$(italic)大/$用。那些图案会碰到这个休止符,但$(hex)咒术/$本身不会停止,停止运行的是那些策略。它可以用来防止$(l:patterns/meta#hexcasting:for_each)$(action)托特之策略/$将每个 iota 都运行一遍。这便是逃离疯狂的密道。 ⚠ 术语异常 end => end
⚠ 术语异常 escape => esc
⚠ 术语异常 on => 开
✔ 术语 used => 使用
⚠ 术语异常 end => 末地, 末路之地
hexcasting.page.circle_patterns.circle/bounds/min Returns the position of the lower-north-west corner of the bounds of this spell circle. 返回该法术环影响范围的西北靠下转角的位置。 ⚠ 术语异常 corner => 角落模式
⚠ 术语异常 returns => 收回
hexcasting.page.circle_patterns.circle/bounds/max Returns the position of the upper-south-east corner of the bounds of this spell circle. 返回该法术环影响范围的东南靠上转角的位置。 ⚠ 术语异常 corner => 角落模式
⚠ 术语异常 returns => 收回
hexcasting.page.akashic_patterns.akashic/read Read the iota associated with the given pattern out of the $(l:greatwork/akashiclib)$(item)Akashic Library/$ with its $(l:greatwork/akashiclib)$(item)Record/$ at the given position. This has no range limit. Costs about one $(l:items/amethyst)$(item)Amethyst Dust/$. 在$(l:greatwork/akashiclib)$(item)阿卡夏记录/$处从$(l:greatwork/akashiclib)$(item)阿卡夏图书馆/$中读出所给图案对应的 iota。没有读取距离限制。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉/$。 ⚠ 术语异常 no => 否
hexcasting.entry.itempicking Working with Items 处理物品 ✔ 术语 items => 物品
hexcasting.page.itempicking.1 Certain spells, such as $(l:patterns/spells/blockworks#hexcasting:place_block)$(action)Place Block/$, will consume additional items from my inventory. When this happens, the spell will first look for the item to use, and then draw from all such items in my inventory.$(br2)This process is called "picking an item." 某些法术,例如$(l:patterns/spells/blockworks#hexcasting:place_block)$(action)放置方块/$,会消耗物品栏内的其他物品。在这种情况下,法术会先检索要用哪个物品,然后就会消耗物品栏内所有同种物品。$(br2)这一过程被称为“挑选物品。 ✔ 术语 items => 物品
⚠ 术语异常 all => 全部
✔ 术语 item => 物品
hexcasting.page.itempicking.2 More specifically:$(li)First, the spell will search for the first valid item in my hotbar to the $(italic)right of my $(l:items/staff)$(item)staff/$, wrapping around at the right-hand side, and starting at the first slot if my $(l:items/staff)$(item)staff/$ is in my off-hand.$(li)Second, the spell will draw that item from as $(italic)far back in my inventory/$ as possible, prioritizing the main inventory over the hotbar. 更具体地说:$(li)首先,法术会在快捷栏内$(l:items/staff)$(item)法杖所处位置的右侧/$依次搜索可用物品,搜到最右侧后便会从最左侧开始向右搜寻。若$(l:items/staff)$(item)法杖/$在副手,则会从快捷栏一号位开始搜索。$(li)然后,法术会从$(italic)物品栏内最靠后的位置/$开始消耗同种物品,且物品栏优先于快捷栏。 ✔ 术语 inventory => 物品栏
⚠ 术语异常 back => 返回
✔ 术语 hotbar => 快捷栏
✔ 术语 item => 物品
⚠ 术语异常 slot => 槽位
hexcasting.page.itempicking.3 This way, I can keep a "chooser" item on my hotbar to tell the spell what to use, and fill the rest of my inventory with that item to keep the spell well-stocked. 如此,我可以在快捷栏里放一些“选择器”用来告诉法术要用哪种方块,并在物品栏内放些同种方块防止供给不足。 ✔ 术语 inventory => 物品栏
⚠ 术语异常 i => i
✔ 术语 hotbar => 快捷栏
⚠ 术语异常 on => 开
✔ 术语 item => 物品
hexcasting.page.basic_spell.explode.2 A power of 3 is about as much as a Creeper's blast; 4 is about as much as a TNT blast. Nature refuses to give me a blast of more than 10 power, though.$(br2)Strangely, this explosion doesn't seem to harm me. Perhaps it's because $(italic)I/$ am the one exploding?$(br2)Costs a negligible amount at power 0, plus 3 extra $(l:items/amethyst)$(item)Amethyst Dust/$s per point of explosion power. 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/$。 ✔ 术语 tnt => tnt
✔ 术语 creeper => 苦力怕
⚠ 术语异常 power => 力量
hexcasting.page.basic_spell.add_motion Remove an entity and direction from the stack, then give a shove to the given entity in the given direction. The strength of the impulse is determined by the length of the vector.$(br)Costs units of $(l:items/amethyst)$(item)Amethyst Dust/$ equal to the square of the length of the vector. 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/$。 ⚠ 术语异常 strength => 力量
✔ 术语 entity => 实体
hexcasting.page.basic_spell.blink Remove an entity and length from the stack, then teleport the given entity along its look vector by the given length.$(br)Costs about one $(l:items/amethyst)$(item)Amethyst Shard/$ per two blocks travelled. 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/$。 ⚠ 术语异常 blocks => 方块
⚠ 术语异常 blocks => 格挡
✔ 术语 amethyst shard => 紫水晶碎片
✔ 术语 entity => 实体
hexcasting.page.basic_spell.beep.1 Remove a vector and two numbers from the stack. Plays an $(thing)instrument/$ defined by the first number at the given location, with a $(thing)note/$ defined by the second number. Costs a negligible amount of _media. 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$(media)媒质/$。 ⚠ 术语异常 plays => 嬉戏
⚠ 术语异常 plays => 播放
hexcasting.page.basic_spell.beep.2 There appear to be 16 different $(thing)instruments/$ and 25 different $(thing)notes/$. Both are indexed by zero.$(br2)These seem to be the same instruments I can produce with a $(item)Note Block/$, though the reason for each instrument's number being what it is eludes me.$(br2)Either way, I can find the numbers I need to use by inspecting a $(item)Note Block/$ through a $(l:items/lens)$(item)Scrying Lens/$. 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/$就能得知乐器对应的数字。 ✔ 术语 i => i
✔ 术语 note block => 音符盒
hexcasting.page.blockworks.place_block Remove a location from the stack, then pick a block item and place it at the given location.$(br)Costs a negligible amount of _media. 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$(media)媒质/$。 ⚠ 术语异常 item => 物品
hexcasting.page.blockworks.break_block Remove a location from the stack, then break the block at the given location. This spell can break nearly anything a Diamond Pickaxe can break.$(br)Costs a bit more than one $(l:items/amethyst)$(item)Amethyst Dust/$. 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/$。 ✔ 术语 diamond => 钻石
✔ 术语 diamond pickaxe => 钻石镐
✔ 术语 pickaxe => 镐
⚠ 术语异常 break => 挖掘
⚠ 术语异常 break => 损坏
hexcasting.page.blockworks.create_water Summon a block of water (or insert a bucket's worth) into a block at the given position. Costs about one $(l:items/amethyst)$(item)Amethyst Dust/$. 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/$。 ⚠ 术语异常 insert => insert
✔ 术语 water => 水
✔ 术语 bucket => 桶
⚠ 术语异常 block of => 块
hexcasting.page.blockworks.conjure_light Conjure a magical light that softly glows with my pigment at the given position. Costs about one $(l:items/amethyst)$(item)Amethyst Dust/$. 在给定位置构筑一个发着我的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/$。 ✔ 术语 light => 光
hexcasting.page.blockworks.bonemeal Encourage a plant or sapling at the target position to grow, as if $(item)Bonemeal/$ was applied. Costs a bit more than one $(l:items/amethyst)$(item)Amethyst Dust/$. 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。消耗略多于一个$(l:items/amethyst)$(item)紫水晶粉/$。 ✔ 术语 sapling => 树苗
⚠ 术语异常 target => 标靶
⚠ 术语异常 plant => 植株
hexcasting.page.blockworks.edify Forcibly infuse _media into the sapling at the target position, causing it to grow into an $(l:items/edified)$(thing)Edified Tree/$. Costs about one $(l:items/amethyst)$(item)Charged Crystal/$. 将$(media)媒质/$强制注入目标位置的树苗,使其长为$(l:items/edified)$(thing)启迪树/$。消耗大约 1 个$(l:items/amethyst)$(item)充能紫水晶/$。 ✔ 术语 sapling => 树苗
⚠ 术语异常 target => 标靶
hexcasting.page.blockworks.ignite Start a fire on top of the given location, as if a $(item)Fire Charge/$ was applied. Costs about one $(l:items/amethyst)$(item)Amethyst Dust/$. 在给定位置上方生火,就像在该位置使用$(item)火焰弹/$一样。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉/$。 ⚠ 术语异常 on => 开
✔ 术语 fire => 火
✔ 术语 fire charge => 火焰弹
hexcasting.page.blockworks.extinguish Extinguish blocks in a large area. Costs about six $(l:items/amethyst)$(item)Amethyst Dust/$s. 熄灭周围较大区域内的火焰。消耗大约 6 个$(l:items/amethyst)$(item)紫水晶粉/$。 ⚠ 术语异常 blocks => 方块
⚠ 术语异常 blocks => 格挡
hexcasting.page.nadirs.1 This family of spells all impart a negative potion effect upon an entity. They all take an entity, the recipient, and one or two numbers, the first being the duration and the second, if present, being the potency (starting at 1).$(br2)Each one has a "base cost;" the actual cost is equal to that base cost, multiplied by the potency squared. 此类法术会给予某一实体一个负面药水效果。它们都接受一个实体作为效果受体,和一两个数。其中第一个数是持续时间,第二个数(若有)是效果强度(以 1 起始)。$(br2)每种法术都有一个“基础消耗”,实际消耗为基础消耗乘以效果强度的平方。 ⚠ 术语异常 all => 全部
✔ 术语 potion => 药水
✔ 术语 effect => 效果
hexcasting.page.nadirs.2 According to certain legends, these spells and their sisters, the $(l:patterns/great_spells/zeniths)$(action)Zeniths/$, were "[...] inspired by a world near to this one, where powerful wizards would gather magic from the land and hold duels to the death. Unfortunately, much was lost in translation..."$(br2)Perhaps that is the reason for their peculiar names. 距某些传说所言,这些法术和它们的姊妹法术——$(l:patterns/great_spells/zeniths)$(action)天顶法术/$,都是“……由另一个世界的魔法启发的。在那个世界里,强大的魔法师会从四处收集魔法并决斗至死。不幸的是,许多信息都没翻译过来……”$(br2)也许这就是它们名字怪异的原因。 ⚠ 术语异常 hold => 按住
hexcasting.entry.hexcasting_spell Crafting Casting Items 制作施法物品 ✔ 术语 items => 物品
⚠ 术语异常 crafting => 合成
hexcasting.page.hexcasting_spell.basics These three spells each create an $(l:items/hexcasting)$(thing)item that casts a _Hex./$$(br)They all require me to hold the empty item in my off-hand, and require two things: the list of patterns to be cast, and an entity representing a dropped stack of $(l:items/amethyst)$(item)Amethyst/$ to form the item's battery.$(br2)See $(l:items/hexcasting)this entry/$ for more information. 这三个法术都能制作$(l:items/hexcasting)$(thing)用于施放$(hex)咒术/$的物品/$。$(br)它们都要求我在另一只手上手持对应的基础物品,并且需提供两个参数:需运行的图案和一个用作电池的$(l:items/amethyst)$(item)紫水晶/$物品实体。$(br2)详情参见$(l:items/hexcasting)此条目/$。 ⚠ 术语异常 dropped => 丢弃个数
⚠ 术语异常 all => 全部
⚠ 术语异常 hold => 按住
✔ 术语 item => 物品
✔ 术语 entity => 实体
hexcasting.page.hexcasting_spell.recharge.1 Recharge a _media-containing item in my other hand. Costs about one $(l:items/amethyst)$(item)Amethyst Shard/$. 给另一只手中的能装$(media)媒质/$的物品重新充能。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶碎片/$。 ✔ 术语 amethyst shard => 紫水晶碎片
✔ 术语 item => 物品
hexcasting.page.hexcasting_spell.recharge.2 This spell is cast in a similar method to the crafting spells; an entity representing a dropped stack of $(l:items/amethyst)$(item)Amethyst/$ is provided, and recharges the _media battery of the item in my other hand.$(br2)This spell $(italic)cannot/$ recharge the item farther than its original battery size. 此法术和制作施法物品所用法术施放方式类似。提供一个$(l:items/amethyst)$(item)紫水晶/$物品实体,就能给另一只手中物品的$(media)媒质/$电池重新充能。$(br2)此法术$(italic)不能/$充入超过电池大小的媒质。 ⚠ 术语异常 dropped => 丢弃个数
⚠ 术语异常 original => 原稿
✔ 术语 item => 物品
✔ 术语 entity => 实体
⚠ 术语异常 crafting => 合成
hexcasting.page.hexcasting_spell.erase.1 Clear a _Hex-containing item in my other hand. Costs about one $(l:items/amethyst)$(item)Amethyst Dust/$. 清除另一只手中写有$(hex)咒术/$的物品。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶粉/$。 ✔ 术语 item => 物品
hexcasting.page.hexcasting_spell.erase.2 The spell will also void all the _media stored inside the item, releasing it back to Nature and returning the item to a perfectly clean slate. This way, I can re-use $(l:items/hexcasting)$(item)Trinkets/$ I have put an erroneous spell into, for example.$(br2)This also works to clear a $(l:items/focus)$(item)Focus/$ or $(l:items/spellbook)$(item)Spellbook/$ page, unsealing them in the process. 此法术也会清除物品内存储的$(media)媒质/$,将其释放给自然并将物品恢复到其初始状态。如此就能回收利用容易出错的$(l:items/hexcasting)$(item)缀品/$了。$(br2)此法术也能清除$(l:items/focus)$(item)核心/$和$(l:items/spellbook)$(item)法术书/$书页内容,同时去除其上密封。 ✔ 术语 i => i
⚠ 术语异常 all => 全部
⚠ 术语异常 back => 返回
✔ 术语 item => 物品
⚠ 术语异常 clean => 清洗
hexcasting.page.sentinels.1 $(italic)Hence, away! Now all is well,$(br)One aloof stand sentinel./$$(br2)A $(l:patterns/spells/sentinels)$(thing)Sentinel/$ is a mysterious force I can summon to assist in the casting of _Hexes, like a familiar or guardian spirit. It appears as a spinning geometric shape to my eyes, but is invisible to everyone else. $(italic)去吧!现在一切都已完成,$(br)只须留着一个人作哨卫。/$$(br2)$(l:patterns/spells/sentinels)$(thing)哨卫/$是一种能被$(hex)咒术/$召唤出的神秘力量,就和亲人或是侍卫一样。对我而言,它是一个旋转着的几何体,而其他人看不见它。 ✔ 术语 i => i
⚠ 术语异常 all => 全部
⚠ 术语异常 appears => 现身
⚠ 术语异常 guardian => 守卫者
hexcasting.page.sentinels.2 It has several interesting properties:$(li)It does not appear to be tangible; no one can touch it.$(li)Only my _Hexes can interact with it.$(li)Once summoned, it stays in place until banished.$(li)I am always able to see it if I'm close enough, even through solid objects. 它有些有趣的性质:$(li)它似乎不可被触摸,没人摸得到它。$(li)只有我的$(hex)咒术/$才能与之交互。$(li)一旦召唤,在被驱除前它都将留在原位。$(li)只要我离它足够近,我就能透过方块看见它。 ✔ 术语 i => i
⚠ 术语异常 no => 否
hexcasting.page.sentinels.sentinel/wayfind Transform the position vector on the top of the stack into a unit vector pointing from that position to my $(l:patterns/spells/sentinels)$(thing)sentinel/$, or $(l:casting/influences)$(thing)Null/$ if it isn't summoned. Costs a negligible amount of _media. 将栈顶的位置向量变为从我的位置指向$(l:patterns/spells/sentinels)$(thing)哨卫/$的单位向量,若并未召唤则变为 $(l:casting/influences)$(thing)Null/$。消耗极少量$(media)媒质/$。 ⚠ 术语异常 on => 开
hexcasting.page.colorize I must be holding a $(l:items/pigments)$(item)Pigment/$ in my other hand to cast this spell. When I do, it will consume the dye and permanently change my mind's coloration (at least, until I cast the spell again). Costs about one $(l:items/amethyst)$(item)Amethyst Dust/$. 我必须在施法时在另一只手中持有$(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/$。 ✔ 术语 i => i
⚠ 术语异常 dye => 染料
hexcasting.page.create_lava.1 Summon a block of lava or insert a bucket's worth into a block at the given position. Costs about one $(l:items/amethyst)$(item)Charged Amethyst/$. 在给定位置生成一格熔岩(也即一桶)。消耗大约 1 个$(l:items/amethyst)$(item)充能紫水晶/$。 ⚠ 术语异常 insert => insert
✔ 术语 lava => 熔岩
✔ 术语 bucket => 桶
⚠ 术语异常 block of => 块
hexcasting.page.create_lava.2 It may be advisable to keep my knowledge of this spell secret. A certain faction of botanists get... touchy about it, or so I've heard.$(br2)Well, no one said tracing the deep secrets of the universe was going to be an easy time. 建议不要声张知道这个法术这件事。某些植物学家对此……比较敏感,至少我听说是这样。$(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。 ⚠ 术语异常 i => i
⚠ 术语异常 no => 否
⚠ 术语异常 easy => 简单
hexcasting.entry.weather_manip Weather Manipulation 天气操控 ✔ 术语 weather => 天气
hexcasting.page.weather_manip.lightning I command the heavens! This spell will summon a bolt of lightning to strike the earth where I direct it. Costs about three $(l:items/amethyst)$(item)Amethyst Shards/$. 我能命令苍穹!此法术会在我所想之处召唤一道落雷。消耗大约 3 个$(l:items/amethyst)$(item)紫水晶碎片/$。 ✔ 术语 i => i
✔ 术语 amethyst shard => 紫水晶碎片
hexcasting.page.weather_manip.summon_rain I control the clouds! This spell will summon rain across the world I cast it upon. Costs about one $(l:items/amethyst)$(item)Charged Amethyst/$. Does nothing if it is already raining. 我能控制云彩!此法术会在我所处世界各处召来雨水。消耗大约 1 个$(l:items/amethyst)$(item)充能紫水晶/$。若已在下雨就无效。 ✔ 术语 i => i
hexcasting.page.weather_manip.dispel_rain A counterpart to summoning rain. This spell will dispel rain across the world I cast it upon. Costs about one $(l:items/amethyst)$(item)Amethyst Shard/$. Does nothing if the skies are already clear. 召雨的反面。此法术会将我所处世界的雨水驱离。消耗大约 1 个$(l:items/amethyst)$(item)紫水晶碎片/$。若未在下雨就无效。 ✔ 术语 i => i
✔ 术语 amethyst shard => 紫水晶碎片
hexcasting.page.flight.1 The power of flight! I have wrestled Nature to its knees. But Nature is vengeful, and itches for me to break its contract so it may break my shins. 飞行的力量!我已使自然屈膝臣服。但自然懂得复仇,它无时无刻不在盼望着我打破与它的条约,这样它就能打折我的腿。 ⚠ 术语异常 i => i
✔ 术语 power => 力量
⚠ 术语异常 break => 挖掘
⚠ 术语异常 break => 损坏
hexcasting.page.flight.2 The entity (which must be a player) will be endowed with flight. The first number is the number of seconds they may fly for, and the second number is the radius of the zone they may fly in. If the recipient exits that zone, or their timer runs out while midair, the gravity that they spurned will get its revenge. Painfully.$(br2)It costs one quarter of an $(l:items/amethyst)$(item)Amethyst Dust/$, per meter of radius, per second in flight. 实体(必须是玩家)将被给予飞行的力量。第一个数字是飞行能持续的时间,第二个数字则是允许飞行区域的半径。如果该玩家飞出了那个区域,或是在空中时时间耗尽,他们所藐视的引力就会出手。极尽其能。$(br2)每米半径、每秒持续时间消耗四分之一个$(l:items/amethyst)$(item)紫水晶粉/$。 ✔ 术语 entity => 实体
hexcasting.page.teleport.1 Far more powerful than $(l:patterns/spells/basic#hexcasting:blink)$(action)Blink/$, this spell lets me teleport nearly anywhere in the entire world! There does seem to be a limit, but it is $(italic)much/$ greater than the normal radius of influence I am used to. 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/$。 ✔ 术语 i => i
⚠ 术语异常 normal => 普通
⚠ 术语异常 normal => 中
⚠ 术语异常 used => 使用
hexcasting.page.teleport.2 The entity will be teleported by the given vector, which is an offset from its given position. No matter the distance, it always seems to cost about ten $(l:items/amethyst)$(item)Charged Amethyst/$.$(br2)The transference is not perfect, and it seems when teleporting something as complex as a player, their inventory doesn't $(italic)quite/$ stay attached, and tends to splatter everywhere at the destination. 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。 ⚠ 术语异常 inventory => 物品栏
⚠ 术语异常 no => 否
⚠ 术语异常 everywhere => 全局
✔ 术语 entity => 实体
hexcasting.page.zeniths.1 This family of spells all impart a positive potion effect upon an entity, similar to the $(l:patterns/spells/nadirs)$(action)Nadirs/$. However, these have their _media costs increase with the $(italic)cube/$ of the potency. 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/$类似。然而,它们的$(media)媒质/$消耗会按效果强度的$(italic)立方/$。 ⚠ 术语异常 all => 全部
✔ 术语 potion => 药水
✔ 术语 effect => 效果
hexcasting.page.zeniths.potion/night_vision Bestows $(thing)night vision/$. Base cost is one $(l:items/amethyst)$(item)Amethyst Dust/$ per 5 seconds. 给予$(thing)夜视/$。每 5 秒持续时间的基础消耗为 1 个$(l:items/amethyst)$(item)紫水晶粉/$。 ✔ 术语 night vision => 夜视
hexcasting.page.greater_sentinel.2 The stronger $(l:patterns/spells/sentinels)$(thing)sentinel/$ acts like the normal one I can summon without the use of a Great Spell, if a little more visually interesting. However, the range in which my spells can work is extended to a small region around my greater $(l:patterns/spells/sentinels)$(thing)sentinel/$, about 16 blocks. In other words, no matter where in the world I am, I can interact with things around my $(l:patterns/spells/sentinels)$(thing)sentinel/$ (the mysterious forces of chunkloading notwithstanding). 卓越$(l:patterns/spells/sentinels)$(thing)哨卫/$除了看上去更奇特外和不用卓越法术召唤的哨卫一样。然而,我的法术的生效范围会扩展到卓越$(l:patterns/spells/sentinels)$(thing)哨卫/$周围小范围处,大概是哨卫周围 16 格内。换句话说,不管我在世界上何处,我都能与卓越$(l:patterns/spells/sentinels)$(thing)哨卫/$周围的方块交互(尽管仍会受到“区块加载”这一神秘力量的影响)。 ✔ 术语 i => i
⚠ 术语异常 no => 否
⚠ 术语异常 normal => 普通
⚠ 术语异常 normal => 中
⚠ 术语异常 work => 工作
hexcasting.page.make_battery.2 Similarly to the spells for $(l:patterns/spells/hexcasting)$(action)Crafting Casting Items/$, I must hold a $(item)Glass Bottle/$ in my other hand, and provide the spell with a dropped stack of $(l:items/amethyst)$(item)Amethyst/$. See $(l:items/phials)this page/$ for more information.$(br2)Costs about one $(l:items/amethyst)$(item)Charged Amethyst/$. 和用于$(l:patterns/spells/hexcasting)$(action)制作施法物品/$的法术类似,我必须在另一只手中拿着一个$(item)玻璃瓶/$,并提供一个$(l:items/amethyst)$(item)紫水晶/$物品实体作为参数。更多信息参见$(l:items/phials)此页/$。$(br2)消耗大约 1 个$(l:items/amethyst)$(item)充能紫水晶/$。 ⚠ 术语异常 dropped => 丢弃个数
✔ 术语 i => i
⚠ 术语异常 hold => 按住
✔ 术语 glass bottle => 玻璃瓶
hexcasting.page.brainsweep_spell.1 I cannot make heads or tails of this spell... To be honest, I'm not sure I want to know what it does. 我搞不懂这个法术……说实话,我也不清楚我到底想不想知道它的作用。 ⚠ 术语异常 i => i
hexcasting.entry.interop.desc It appears I have installed some mods Hexcasting interoperates with! I've detailed them here. 好像我装了某些能和咒法学联动的模组!详情如下。 ⚠ 术语异常 i => i
⚠ 术语异常 appears => 现身
hexcasting.page.interop.1 The art of _Hexcasting is versatile. If I find that my world has been $(italic)modified/$ by certain other powers, it's possible that I may use _Hexcasting in harmony and combination with them. $(hex)咒法学/$是一门多用途的学问。如果世界能被某些其他力量$(italic)改变/$,那么有可能$(hex)咒法学/$可以和它们和谐相处,协同使用。 ✔ 术语 i => i
hexcasting.page.interop.2 I should keep in mind, however, that Nature seems to have paid less attention in crafting these aspects of my art; strange behavior and bugs are to be expected. I'm sure the mod developer will do her best to correct them, but I must remember this is a less important pastime to her.$(br2)I may also find that there are sharp disregards to balance in the costs and effects of the interoperating powers. In such a case I suppose I will have to be responsible and restrain myself from using them. 应当谨记,自然似乎在这些方面耗费的精力较少,可能会出现奇怪的现象和漏斗。我相信模组制作者们会尽他们所能来纠正这些错误,但也必须理解这只是他们的业余爱好。$(br2)也许我会发现某些协同力量带来的法术在平衡性上表现不佳。我想我应该有足够的自控力不去滥用。 ⚠ 术语异常 i => i
⚠ 术语异常 crafting => 合成
hexcasting.page.interop.3 Finally, if I find myself interested in the lore and stories of this world, I do not think any notes compiled while examining these interoperations should be considered as anything more than light trifles. 最后,如果对剧情和故事感兴趣,就应理解试验这些协同力量时所做的笔记只会是些琐事。 ⚠ 术语异常 i => i
⚠ 术语异常 light => 光
hexcasting.page.interop.gravity.1 I have discovered actions to get and set an entity's gravity. I find them interesting, if slightly nauseating.$(br2)Interestingly, although $(l:patterns/great_spells/flight)$(action)Flight/$ is a great spell, and manipulates gravity similarly, these are not. It baffles me why... Perhaps the mod developer wanted players to have fun, for once. 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。 ✔ 术语 players => 玩家
✔ 术语 i => i
✔ 术语 entity => 实体
hexcasting.page.interop.gravity.get Get the main direction gravity pulls the given entity in, as a unit vector. For most entities, this will be down: [0, -1, 0]. 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]。 ✔ 术语 entity => 实体
hexcasting.page.interop.gravity.set Set the main direction gravity pulls the given entity in. The given vector will be coerced into the nearest axis, as per $(l:patterns/math#hexcasting:coerce_axial)$(action)Axial Purification/$. Costs about 1 $(item)Charged Amethyst Crystal/$. 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/$。 ✔ 术语 entity => 实体
hexcasting.page.interop.pehkui.1 I have discovered methods of changing the size of entities, and querying how much larger or smaller they are than normal. 我发现了改变实体大小,和得知它们相较原本究竟变了多少的方法。 ⚠ 术语异常 i => i
hexcasting.page.interop.pehkui.get Get the scale of the entity, as a proportion of their normal size. For most entities, this will be 1. 获取实体的大小倍数,也即当前大小和原本大小的比值。对大多数实体而言,此值为 1。 ⚠ 术语异常 normal => 普通
⚠ 术语异常 normal => 中
hexcasting.page.interop.pehkui.set Set the scale of the entity, passing in a proportion of their normal size. Costs about 1 $(item)Amethyst Shard/$. 设置实体的大小倍数,需传入一个与其原本大小的比值。消耗大约 1 个$(item)紫水晶碎片/$。 ⚠ 术语异常 normal => 普通
⚠ 术语异常 normal => 中
✔ 术语 amethyst shard => 紫水晶碎片
hexcasting.page.101.14.link_text Goblin Punch Goblin Punch ⚠ 术语异常 punch => 冲击
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