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The rest are just minor things I write (Like Mental_tremor being called Vibration on the english version of Library of Ruina, the character selection text of Roland and Argalia going off the screen, that type of things) which don't need to be solved quickly and others which are more important (Like cards not saying coreectly the order of applying status effects) so yeah I am using the cards and checking in what order the effects go.
Sorry, I don’t know why Steam discussion messages haven’t been notifying me on time—I just saw your message now.
No worries, my dude. You’ve already done a lot for translating my mod—no need to apologize. ( ̄▽ ̄)
I honestly didn’t pay attention to the order of effects in the descriptions. The current issue is probably because I misunderstood how the effect order should be written. Across the entire mod, I only specifically changed Roland’s "Atelier Logic" logic to apply debuffs before dealing damage.
Looks like I’ll need to go back and update the descriptions accordingly.
In the Chinese translation of Library of Ruina, the status effect Algaria applies to enemies is translated as 【震颤】, and the effect triggered by using a page is 【心灵震颤】. I originally intended to find the corresponding English original terms on the wiki, but for some reason, the English version looks different from the Chinese one. This left me lost on the wiki, unable to find the correct English names.
After explaining the context to an AI, it translated 【震颤】as "Vibration" and 【心灵震颤】as "Mental Tremor". However, without the original English text for comparison, I’m not sure if these translations are accurate.
Oh don't worry, I just said those suggestions as despite the direct translation of "震颤" and "心灵震颤" being "Vibration" and "Mental Tremor" respectively, I felt like the status being called "Vibration" and the term of triggering the status effect with the cards (Which you called "Mental Tremor") should be called "Resonance." as that is the name of the passive in the game (And the game says in some pages "If this page activates resonance..." and the effect, which I checked on the wiki.) is mostly because I feel like PM translation should be prioritized as it is the "Official" translation.
What I mean is that the text of the game may have a direct translation, but PM decided to use another word which is better to tell what they meant.
Of course, if there's an official version from Project Moon, then it's better to use their translation.
So what I need to do is change: Mental Tremor → Resonance, right?
Yeah, precisely! "Mental Tremor" should be changed to "Resonance."
This also includes some notes in some cards, which are more questions than anything.
(I also realized that there are only 3 or 4 cards which lower vibration, one of them only doing so when you trigger resonance itself.)
Azure Rhythm:
Innate.
Apply 1 vibration to target.
If resonance triggers, gain (Energy) and 6 Block.
Resonance will be allowed when you don't have an exclusive relic.
Note: Why would you need this card as other characters? Shouldn't it not be needed and be like when you get Prismatic shard, where you get an orb slot so you can use the cards of the defect?
Conductor of the Echo Ensemble:
Choose:
Empower self.
Empower Members.
Defend:
Gain 5 Block.
Strike:
Deal 6 damage.
Amplify Self:
When resonance triggers, gain 2 Block.
Beaten:
echo_ensemble
Deal 20 damage.
Gain counterattack equal to damage dealt.
Chop and Grind:
echo_ensemble
Deal 6 damage.
Add a Seasoning to the draw pile.
Exhaust.
Dinner Time:
echo_ensemble
Deal 12 damage.
If fatal to target with ingredient, gain Max HP equal to 3x ingredient stacks.
Add a Cooking Prep to hand.
Exhaust.
Finale:
Deal 16 damage to ALL enemies.
If resonance triggers, increase the damage 10.
Consume all target's vibration and increase the damage by 5 times the vibration stacks.
Flame of Despair:
echo_ensemble
Deal 1 damage to ALL enemies 6 times.
Each hit applies 4 burn.
Guru's Performance:
Every 2 turns, get 2 temporary Strength.
Hoohey's Performance:
Every 2 turns, apply 1 Weak to ALL enemies.
Kick:
echo_ensemble
Deal 8 damage.
Target loses 1 Strength this turn.
Add a Punch to the discard pile.
Miss Mermaid:
Consume all Energy.
ALL enemies lose X + 2 Strength this turn.
Mr. Blade:
Consume all energy.
Deal 4 damage to ALL enemies X + 2 times.
Overdrive:
echo_ensemble
Draw 3 cards.
Exhaust.
Phoenix Feather Shield:
When attacked, apply 3 burn to the attacker.
Punch:
echo_ensemble
Deal 3 damage.
Gain 1 temporary Strength.
Add a Kick to the discard pile.
Scorching Ashes:
echo_ensemble
Apply 6 burn to ALL enemies.
Deal damage equal to the total burn stacks on ALL enemies.
Exhaust.
Scorching Blade:
When dealing (unblocked?) damage, apply 3 burn to the target.
Seasoning:
echo_ensemble
Deal 6 damage.
Add Taste Test to the draw pile.
Exhaust.
Taste Test:
echo_ensemble
Deal 6 damage.
Add a Dinner Time to the draw pile.
Exhaust.
Unnamed Contract: Amplify:
At the start of the turn, randomize all card costs.
When playing a card patching it's original cost, play it again.
When playing a non-matching card, lose 6 HP at a 50% chance.
Unnamed Contract: Freedom:
At the start of the turn, randomize all card's cost.
Cards matching their original cost cost 0 that turn.
When playing a card which doesn't cost 0, lost 6 HP.
Unnamed Contract: Light:
At the start of the turn, double your Energy.
At the end of your turn, lose 5 HP per unspent Energy.
Unnamed Contract: Speed:
At the start of your turn, draw 3 additional cards.
You cannot draw cards for the rest of your turn.
Unnamed Contract: Strength:
At the start of your turn, gain 4 temporary Strength.
All damage taken is increased by 4.
Wanwu's Performance:
Every 2 turns, apply 1 Vulnerable to ALL enemies.
Allegro:
Deal 6 damage twice.
Apply 2 vibration per attack (Unblocked hit?).
If resonance triggers, draw 2 cards.
Dull Sound:
Deal 6 damage.
Apply 1 vibration.
If mental_tremor triggers, apply 1 Weak.
Largo:
Deal 7 damage.
Reduce vibration by 1.
If resonance triggers, draw 1 card and gain (Energy icon)
Observe and Wait:
ALL enemies lose 3 Strength temporarily.
If resonance triggers, gain 6 counterattack.
Scarlet Note:
Deal 5 damage.
Gain 5 counterattack.
If resonance triggers gain 2 counterattack and apply 1 vibration.
Thought Gear: Acceleration:
echo_ensemble
Gain 6 Block and 2 thought_gear.
Draw 1 card.
If resonance triggers, draw another card.
Thought Gear: Missionary:
echo_ensemble
Gain 2 thought_gear.
Apply 1 Vulnerable.
If resonance triggers, gain 4 Block and (Energy)
Thought Gear: Revelation:
echo_ensemble
Gain 2 thought_gear.
Draw 1 card.
Target loses 1 Strength.
If resonance triggers, apply 1 Weak.
Adjust Posture:
Deal 6 damage.
Gain 6 counterattack.
Double the target's vibration.
Set your (Energy) to target's vibration + 1.
Blood Absorption:
echo_ensemble.
Consume all blood, drain 2 + consumed roland:blood/10 Max HP from target.
If blood is lower than 10 lose 8 HP to gain 16 blood.
Blue Dance:
Deal 7 damage to ALL enemies.
Set the enemy's vibration to 4.
Brehen Band:
echo_ensemble
Choose one Bremen member to perform:
Hookey: Apply Weak to ALL enemies.
Wanwu: Apply Vulnerable to ALL enemies.
Gugu: Gain 2 temporary Strength.
Exhaust.
Deadly Melody:
Deal 12 damage and reduce vibration by 1.
If resonance triggers, deal 8 more damage and apply 1 Vulnerable.
Dissonant Harmony:
If resonance triggers, gain 3 Block.
Friends!!!:
echo_ensemble
Choose to trigger mr_blade or mermaid_miss.
Grand Opening:
Innate
echo_ensemble
Gain 10 Block and 10 counterattack.
Reduce the cost of all cards in hand by 1 this turn.
Happy Together:
echo_ensemble
Gain (3 energy)
Apply 1 Weak to self and target.
Impact Absorption:
Gain 1 Buffer.
If resonance triggers, consume 2 vibration to gain Buffer again.
Lingering Echo:
Next resonance triggers unconditionally.
Loud Sounds:
echo_ensemble
At turn start, 50% chance:
Random enemy gains or loses 2 Strength temporarily.
Magic: Defense:
echo_ensemble
Gain 7 counterattack.
If you have a debuff and more than 1 energy, consume 1 energy to remove a debuff.
Magic: Offense:
echo_ensemble
Deal 6 damage.
If resonance triggers, increase damage by 2 for the rest of the combat.
If this deals 15 or more damage, remove a random buff from the target.
Mathematician:
Resonance now activates when enspent Energy and vibration differs by 1 or more.
At turn start, adjust enemy's vibration to your energy and their stacks.
Playing this card again reverts the effect.
(Note: But this is a power so you can only play it... once unless you get two of them? Why the option to turn it off?)
On-site Retrofits:
Deal 10 damage.
If resonance triggers, reduce the cost of all cards in hand by 1 this turn.
Parry:
Gain 6 conterattack X times.
Apply 1 vibration to ALL enemies X times.
Reignited Will:
echo_ensemble
Choose one:
When attacking, apply 2 burn to the enemy.
When attacked, apply 3 burn to the enemy.
Rhythm Switch:
If resonance triggers, draw 2 cards.
Halve the target's vibration.
If the target has no vibration, apply 2 vibration.
Exhaust.
Scarlet Claws:
echo_ensemble
Deal 5 damage 2 times.
Heal 2 HP per hit.
Scythe of Resonance:
Deal 10 damage.
If resonance triggers, increase the damage by 2 for the rest of the combat.
Thought Gear: Brainwash:
echo_ensemble
This turn, ALL enemies lose 6 Strength.
Gain thought_gear equal to twice the number of enemies.
Exhaust.
Thought Gear: Strangulation:
echo_ensemble
Deal 3 damage 2 times.
Deal 1 more damager per 5 thought_gear.
If resonance activates, deal 1 more damage and gain 2 thought_gear.
Wono Fabric:
Reduce damage taken by 12.
Damage reduction equals to the stacks consumed.
Azure Trails:
Deal 6 damage twice.
If resonance triggers, increase damage by 8.
Bloodthirst:
echo_ensemble
When dealing damage, heal 1 HP (Max 10 per turn)
If you heal less than 5 HP, lose 1 Strength.
If you heal 10 HP, gain 1 Temporary Strength.
Cooking Prep:
echo_ensemble
Deal 10 damage.
Add Chop and Grind to the hand.
Exhaust.
Crescendo:
Deal 12 damage.
If resonance triggers, add a Finale to hand.
Exhaust.
Energy Resonance:
This turn, if the target has over 4 vibration, resonance will always trigger.
Exhaust.
Peak Ensemble:
echo_ensemble
bremen_band
Deal 14 damage.
If Hoohey is present, apply 1 Weak.
If Wanwu is present, apply 1 Vulnerable.
If Gugu is present, gain 1 Strength.
Puppet Strings:
echo_ensemble
Apply 1 puppet_strings to the target.
Cost increases by 1 each time this card is played.
Reignited Strike:
echo_ensemble
Deal 28 damage.
If resonance triggers, deal 6 more damage.
If fatal, apply 12 burn to ALL enemies and add Scorching Ashes to the hand.
Otherwise, add Flame of Despair to the hand.
Exhaust.
Resonance Regulation:
This turn, the range for resonance is increased by 1.
Exhaust.
Thought Gear: Seance.
echo_ensemble
Requires 10 thought_gear.
Consume 10 thought_gear to deal 18 damage to ALL enemies and reduce their damage by 100% this turn.
Unnamed Contract:
Ethereal.
echo_ensemble
Choose one: light_contract, strength_contract, speed_contract, amplify_contract, freedom_contract.
The debuff of this effect will apply immediately.
Exhaust.
Wolf Hour:
echo_ensemble
Replace all basic Attacks by Punch and all Defends by Kick.
Add 2 Punch and Kick to your hand.
This makes players a bit more comfortable when choosing that fourth option. After all, as a player, it's only fair that you're free to choose whichever start option you like. ( ̄▽ ̄)"
Ok news, I think I compleately fumbled the translation of Mathematician (The card was towards the lower end of the collection menu and I did it in one day so my mind probably was off).
I had never used it so I thought that what it did was that it reversed the condition of resonance, making it so it triggers when vibration is over or under the amount of energy you have by 1 or more. But it isn't that. By what I am reading from the passive of the power, it only lowers/increases the vibration of the enemy by 1 to try to match their vibration to your energy. Or at least I think so, as I am hittting an enemy with 7 vibration with the passive and it is not activating resonance?
Yet the passive says "Condition changes to: After using a card, if the difference between remaining cost and target's Vibration stacks is no more than 1, trigger Resonance." did it mean the cost of the card you are using? Or am I missing something?
I also forgot whether I had confirmed that the English translation for Mathematician was correct 😂
But here's how the effect actually works:
The original Resonance trigger condition worked like this:
Without Mathematician:
Enemy has 2 Vibration.
You have 3 Energy.
If you play a card that costs:
1 Energy: Before playing, your Energy is 3. The difference between 3 and 2 is within 1 → Resonance triggers.
2 Energy: Before playing, your Energy is still 3. Difference is still within 1 → Resonance triggers.
With Mathematician:
Instead of checking your Energy before using the card, it checks your Energy after using the card.
So in the same situation:
Enemy has 2 Vibration.
You have 3 Energy.
If you play a card that costs:
1 Energy: After playing, your Energy becomes 2. |3 - 2| = 1 → Resonance triggers.
2 Energy: After playing, your Energy becomes 1. |3 - 1| = 2 → Resonance does NOT trigger.
Additionally, at the start of your turn, Mathematician compares the enemy’s Vibration stacks with your current Energy:
If your Energy > enemy’s Vibration → increase enemy’s Vibration by 1.
If your Energy < enemy’s Vibration → decrease enemy’s Vibration by 1.
By the way, this was actually the original trigger condition for Resonance. Initially, I used the default Slay the Spire method to get current Energy, but that method returns the energy after deducting the card cost (because that's how STS handles it internally). Later, I realized I could pass the card cost directly to a custom function — which led to the current Resonance condition. That's why we now check based on the card cost instead of player energy
I went to check and yeah, there was indeed a small issue with the translation of Mathematician — and honestly, I didn’t review it carefully back then. No worries though, I totally get it — when there's a lot of text, it's really easy to get tired and miss things.
I had an AI translate the original Chinese description just now:
Change the trigger condition of Resonance:
When you play a card, compare your remaining energy after playing the card with the target's Vibration. If the difference is no more than 1, Resonance triggers.
At the start of your turn, the enemy’s Vibration is automatically adjusted based on the difference between your current Energy and their Vibration.
Using this again reverts Resonance to its original trigger condition.
What do you think, bro? Seems a little bloated.....