"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
exports.EntityDamageCause = exports.EffectList = void 0;
exports.EffectList = {
    "absorption": "伤害吸收",
    "bad_omen": "不祥之兆",
    "blindness": "失明",
    "conduit_power": "潮涌能量",
    "darkness": "黑暗",
    "fatal_poison": "中毒（致命）",
    "fire_resistance": "抗火",
    "haste": "急迫",
    "health_boost": "生命提升",
    "hunger": "饥饿",
    "infested": "寄生",
    "instant_damage": "瞬间伤害",
    "instant_health": "瞬间治疗",
    "invisibility": "隐身",
    "jump_boost": "跳跃提升",
    "levitation": "飘浮",
    "mining_fatigue": "挖掘疲劳",
    "nausea": "反胃",
    "night_vision": "夜视",
    "oozing": "渗浆",
    "poison": "中毒",
    "raid_omen": "袭击之兆",
    "regeneration": "生命恢复",
    "resistance": "抗性提升",
    "saturation": "饱和",
    "slow_falling": "缓降",
    "slowness": "缓慢",
    "speed": "迅捷",
    "strength": "力量",
    "trial_omen": "试炼之兆",
    "village_hero": "村庄英雄",
    "water_breathing": "水下呼吸",
    "weakness": "虚弱",
    "weaving": "盘丝",
    "wind_charged": "蓄风",
    "wither": "凋零"
};
exports.EntityDamageCause = {
    "anvil": " 由铁砧坠落造成的伤害。",
    "blockExplosion": "非实体爆炸造成的伤害，比如床的爆炸。",
    "campfire": "由篝火引起的伤害。",
    "contact": "由与实体或方块进行物理接触所造成的伤害，例如触碰甜莓灌木丛或河豚。",
    "drowning": "实体在缺氧且位于液体方块中时受到的伤害。",
    "entityAttack": "实体攻击所引起的伤害。",
    "entityExplosion": "由实体爆炸（如 creeper 或 Wither）造成的伤害。",
    "fall": "从高处坠落时对地面造成的伤害。",
    "fallingBlock": "由坠落方块造成的伤害。请注意，重锤和钟乳石具有各自独立伤害原因。",
    "fire": "因着火而受到的伤害。",
    "fireTick": "因长时间燃烧而受到的伤害。",
    "fireworks": "烟花引起的伤害。",
    "flyIntoWall": "使用鞘翅高速飞行时撞墙导致的伤害。",
    "freezing": "因停留在粉末雪方块中而受到的伤害。",
    "lava": "接触岩浆方块所造成的伤害。",
    "lightning": "因被闪电击中而受到的伤害。",
    "magic": "由魔法攻击引起的伤害，比如诱魔之牙或传导块。",
    "magma": "触摸熔岩所造成的伤害。",
    "none": "由无直接源造成伤害，例如命令或脚本中的伤害。",
    "override": "由间接原因造成的伤害。比如，通过行为包将生物的生命值设置为 0。",
    "piston": "活塞造成的伤害。",
    "projectile": "由投射物引起的伤害。",
    "ramAttack": "山羊顶撞引起的伤害。",
    "selfDestruct": "由/kill 命令导致伤害。",
    "sonicBoom": "由坚守者的声波攻击所造成的伤害。",
    "soulCampfire": "由灵魂篝火引起的伤害。",
    "stalactite": "由钟乳石块坠落造成的伤害。",
    "stalagmite": "踩石钟乳方块所造成的伤害。",
    "starve": "长时间饥饿导致伤害。",
    "suffocation": "实体在缺氧且位于非液体方块中时受到的伤害。",
    "temperature": "实体处于不适宜的气候中受到的伤害。比如，在温度超过 1 度的环境中，雪人会受到伤害。",
    "thorns": "由荆棘盔甲附魔或守卫的荆棘效果所造成的伤害。",
    "void": "从虚空跌落时产生的持续伤害。",
    "wither": "由凋零效果引起的伤害。比如，触碰凋零玫瑰。"
};
