A glass bottle is used as a container for liquids and can be used to collect water directly.=El frasco de cristal se usa como recipiente para líquidos y se puede usar para recoger agua directamente.
To collect water, use it on a cauldron with water (which removes a level of water) or any water source (which removes no water).=Para recoger agua, colóquela en un caldero con agua (que elimina un nivel de agua) o cualquier fuente de agua (que no elimine agua).
Water bottles can be used to fill cauldrons. Drinking water has no effect.=Las botellas de agua se pueden usar para llenar calderos. El agua potable no tiene efecto.
Use the “Place” key to drink. Place this item on a cauldron to pour the water into the cauldron.=Use la tecla "Acción" para beber. Coloque este artículo en un caldero para verter el agua en el caldero.
River Water Bottle=Frasco de cristal con agua de rio
River water bottles can be used to fill cauldrons. Drinking it has no effect.=Las botellas de agua de río se pueden usar para llenar calderos. Beberlo no tiene ningún efecto.
Use the “Place” key to drink. Place this item on a cauldron to pour the river water into the cauldron.=Use la tecla "Acción" para beber. Coloque este artículo en un caldero para verter el agua de río en el caldero.
A throwable water bottle that will shatter on impact, where it creates a cloud of water vapor that lingers on the ground for a while. This cloud extinguishes fire and hurts mobs that are vulnerable to water.=
This shiny melon is full of tiny gold nuggets and would be nice in an item frame. It isn't edible and not useful for anything else.=Esta sandía brillante está llena de pequeñas pepitas de oro y sería bueno en un marco de artículo. No es comestible y no es útil para nada más.
Add a status effect to yourself. Arguments: <effect>: name of status effect. Passing "list" as effect name lists available effects. Passing "heal" as effect name heals (or harms) by amount designed by the next parameter. Passing "clear" as effect name removes all effects. Passing "remove" as effect name removes the effect named by the next parameter. <duration>: duration in seconds. Passing "INF" as duration makes the effect infinite. (<heal-amount>: amount of healing when the effect is "heal", passing a negative value subtracts health. <effect>: name of a status effect to be removed when using "remove" as the previous parameter.) <level>: effect power determinant, bigger level results in more powerful effect for effects that depend on the level (no changes for other effects), defaults to 1, pass F to use low-level factor instead. <factor>: effect strength modifier, can mean different things depending on the effect, no changes for effects that do not depend on level/factor. NOPART at the end means no particles will be shown for this effect.=
Missing effect parameter!=
Missing or invalid heal amount parameter!=
Player @1 healed by @2 HP.=
Player @1 harmed by @2 HP.=
Effects cleared for player @1=
Removed effect @1 from player @2=
@1 is not an available status effect.=
Missing or invalid duration parameter!=
Invalid level parameter!=
Missing or invalid factor parameter when level is F!=
@1 effect given to player @2 for @3 seconds with factor of @4.=
@1 effect given to player @2 for @3 seconds.=
Giving effect @1 to player @2 failed.=
@1 effect on level @2 given to player @3 for @4 seconds.=
A throwable potion that will shatter on impact, where it gives all nearby players and mobs a status effect or a set of status effects.=
##[ lingering.lua ]##
A throwable potion that will shatter on impact, where it creates a magic cloud that lingers around for a while. Any player or mob inside the cloud will receive the potion's effect or set of effects, possibly repeatedly.=
##[ tipped_arrow.lua ]##
This particular arrow is tipped and will give an effect when it hits a player or mob.=