Feature:Asynchronous Operation & Formatting Code

- Now the async operation is enabled!
- Code formatted by Resharper plugin <3
This commit is contained in:
Somebody
2024-07-22 17:12:03 +08:00
parent e983375620
commit 87d228eb79
793 changed files with 34764 additions and 40190 deletions

View File

@@ -1,385 +1,397 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace EggLink.DanhengServer.Internationalization.Message;
namespace EggLink.DanhengServer.Internationalization.Message
#region Root
public class LanguageCHT
{
#region Root
public class LanguageCHT
{
public GameTextCHT Game { get; } = new();
public ServerTextCHT Server { get; } = new();
public WordTextCHT Word { get; } = new(); // a placeholder for the actual word text
}
#endregion
#region Layer 1
/// <summary>
/// path: Game
/// </summary>
public class GameTextCHT
{
public CommandTextCHT Command { get; } = new();
}
/// <summary>
/// path: Server
/// </summary>
public class ServerTextCHT
{
public WebTextCHT Web { get; } = new();
public ServerInfoTextCHT ServerInfo { get; } = new();
}
/// <summary>
/// path: Word
/// </summary>
public class WordTextCHT
{
public string Rank { get; } = "星魂";
public string Avatar { get; } = "角色";
public string Material { get; } = "材料";
public string Relic { get; } = "遺器";
public string Equipment { get; } = "光錐";
public string Talent { get; } = "行跡";
public string Banner { get; } = "卡池";
public string Activity { get; } = "活動";
public string Buff { get; } = "祝福";
public string Miracle { get; } = "奇物";
public string Unlock { get; } = "奢侈品";
// server info
public string Config { get; } = "配置文件";
public string Language { get; } = "語言";
public string Log { get; } = "日誌";
public string GameData { get; } = "遊戲數據";
public string Database { get; } = "數據庫";
public string Command { get; } = "命令";
public string WebServer { get; } = "Web服務器";
public string Plugin { get; } = "插件";
public string Handler { get; } = "包處理器";
public string Dispatch { get; } = "全局分發";
public string Game { get; } = "遊戲";
public string Handbook { get; } = "手冊";
public string NotFound { get; } = "未找到";
public string Error { get; } = "錯誤";
public string FloorInfo { get; } = "區域文件";
public string FloorGroupInfo { get; } = "區域組文件";
public string FloorMissingResult { get; } = "傳送與世界生成";
public string FloorGroupMissingResult { get; } = "傳送、怪物戰鬥與世界生成";
public string Mission { get; } = "任務";
public string MissionInfo { get; } = "任務文件";
public string MazeSkill { get; } = "角色秘技";
public string MazeSkillInfo { get; } = "角色秘技文件";
public string Dialogue { get; } = "模擬宇宙事件";
public string DialogueInfo { get; } = "模擬宇宙事件文件";
public string Performance { get; } = "劇情操作";
public string PerformanceInfo { get; } = "劇情操作文件";
public string RogueChestMap { get; } = "模擬宇宙地圖";
public string RogueChestMapInfo { get; } = "模擬宇宙地圖文件";
public string ChessRogueRoom { get; } = "模擬宇宙DLC";
public string ChessRogueRoomInfo { get; } = "模擬宇宙DLC文件";
}
#endregion
#region Layer 2
#region GameText
/// <summary>
/// path: Game.Command
/// </summary>
public class CommandTextCHT
{
public NoticeTextCHT Notice { get; } = new();
public HeroTextCHT Hero { get; } = new();
public AvatarTextCHT Avatar { get; } = new();
public GiveTextCHT Give { get; } = new();
public GiveAllTextCHT GiveAll { get; } = new();
public LineupTextCHT Lineup { get; } = new();
public HelpTextCHT Help { get; } = new();
public KickTextCHT Kick { get; } = new();
public MissionTextCHT Mission { get; } = new();
public RelicTextCHT Relic { get; } = new();
public ReloadTextCHT Reload { get; } = new();
public RogueTextCHT Rogue { get; } = new();
public SceneTextCHT Scene { get; } = new();
public UnlockAllTextCHT UnlockAll { get; } = new();
public MailTextCHT Mail { get; } = new();
public RaidTextCHT Raid { get; } = new();
public AccountTextCHT Account { get; } = new();
}
#endregion
#region ServerText
/// <summary>
/// path: Server.Web
/// </summary>
public class WebTextCHT
{
}
/// <summary>
/// path: Server.ServerInfo
/// </summary>
public class ServerInfoTextCHT
{
public string Shutdown { get; } = "關閉中…";
public string CancelKeyPressed { get; } = "已按下取消鍵 (Ctrl + C),服務器即將關閉…";
public string StartingServer { get; } = "正在啟動 DanhengServer…";
public string LoadingItem { get; } = "正在加載 {0}…";
public string RegisterItem { get; } = "註冊了 {0} 個 {1}。";
public string FailedToLoadItem { get; } = "加載 {0} 失敗。";
public string FailedToInitializeItem { get; } = "初始化 {0} 失敗。";
public string FailedToReadItem { get; } = "讀取 {0} 失敗,文件{1}";
public string GeneratedItem { get; } = "已生成 {0}。";
public string LoadedItem { get; } = "已加載 {0}。";
public string LoadedItems { get; } = "已加載 {0} 個 {1}。";
public string ServerRunning { get; } = "{0} 服務器正在監聽 {1}";
public string ServerStarted { get; } = "啟動完成!用時 {0}s擊敗了99%的用戶,輸入 『help』 來獲取命令幫助"; // 玩梗,考慮英語版本將其本土化
public string MissionEnabled { get; } = "任務系統已啟用此功能仍在開發中且可能不會按預期工作如果遇見任何bug請匯報給開發者。";
public string ConfigMissing { get; } = "{0} 缺失,請檢查你的資源文件夾:{1}{2} 可能不能使用。";
public string UnloadedItems { get; } = "卸載了所有 {0}。";
public string SaveDatabase { get; } = "已保存數據庫,用時 {0}s";
}
#endregion
#endregion
#region Layer 3
#region CommandText
/// <summary>
/// path: Game.Command.Notice
/// </summary>
public class NoticeTextCHT
{
public string PlayerNotFound { get; } = "未找到玩家!";
public string InvalidArguments { get; } = "無效的參數!";
public string NoPermission { get; } = "你沒有權限這麼做!";
public string CommandNotFound { get; } = "未找到命令! 輸入 '/help' 來獲取幫助";
public string TargetOffline { get; } = "目標 {0}({1}) 離線了!清除當前目標";
public string TargetFound { get; } = "找到目標 {0}({1}),下一次命令將默認對其執行";
public string TargetNotFound { get; } = "未找到目標 {0}!";
public string InternalError { get; } = "在處理命令時發生了內部錯誤!";
}
/// <summary>
/// path: Game.Command.Hero
/// </summary>
public class HeroTextCHT
{
public string Desc { get; } = "切換主角的性別/形態";
public string Usage { get; } = "/hero <gender [1/2 - 1為男性,2為女性]>/<type [8001/8003/8005 - 分別為 毀滅 存護 同諧]>";
public string GenderNotSpecified { get; } = "性別不存在!";
public string HeroTypeNotSpecified { get; } = "主角類型不存在!";
public string GenderChanged { get; } = "性別已更改!";
public string HeroTypeChanged { get; } = "主角類型已更改!";
}
/// <summary>
/// path: Game.Command.UnlockAll
/// </summary>
public class UnlockAllTextCHT
{
public string Desc { get; } = "解鎖所有在類別內的對象";
public string Usage { get; } = "/unlockall <mission - mission為任務>";
public string AllMissionsUnlocked { get; } = "所有任務已解鎖!";
}
/// <summary>
/// path: Game.Command.Avatar
/// </summary>
public class AvatarTextCHT
{
public string Desc { get; } = "設定玩家已有角色的屬性";
public string Usage { get; } = "/avatar <talent [角色ID/-1] [行跡等級] - 設置行跡等級 角色ID為-1意為所有擁有角色>/<get [角色ID] - 獲取角色>/<rank [角色ID/-1] [星魂]>/<level [角色ID/-1] [角色等級]>";
public string InvalidLevel { get; } = "無效 {0}等級";
public string AllAvatarsLevelSet { get; } = "已將全部角色 {0}等級設置為 {1}";
public string AvatarLevelSet { get; } = "已將 {0} 角色 {1}等級設置為 {2}";
public string AvatarNotFound { get; } = "角色不存在!";
public string AvatarGet { get; } = "獲取到角色 {0}!";
public string AvatarFailedGet { get; } = "獲取角色 {0} 失敗!";
}
/// <summary>
/// path: Game.Command.Give
/// </summary>
public class GiveTextCHT
{
public string Desc { get; } = "給予玩家物品";
public string Usage { get; } = "/give <物品ID> l<等級> x<數量> r<疊影>";
public string ItemNotFound { get; } = "未找到物品!";
public string GiveItem { get; } = "給予 @{0} {1} 個物品 {2}";
}
/// <summary>
/// path: Game.Command.GiveAll
/// </summary>
public class GiveAllTextCHT
{
public string Desc { get; } = "給予玩家全部指定類型的物品";
public string Usage { get; } = "/giveall <avatar - 角色/equipment - 光錐/relic - 遺器/unlock - 氣泡等奢侈品> r<疊影> l<等級> x<數量>";
public string GiveAllItems { get; } = "已給予所有 {0}, 各 {1} 個";
}
/// <summary>
/// path: Game.Command.Lineup
/// </summary>
public class LineupTextCHT
{
public string Desc { get; } = "管理玩家的隊伍";
public string Usage { get; } = "/lineup <mp [秘技點數量 - 最高兩個]>/<heal - 治癒>";
public string PlayerGainedMp { get; } = "玩家已獲得 {0} 秘技點";
public string HealedAllAvatars { get; } = "成功治癒當前隊伍中的所有角色";
}
/// <summary>
/// path: Game.Command.Help
/// </summary>
public class HelpTextCHT
{
public string Desc { get; } = "顯示幫助信息";
public string Usage { get; } = "/help";
public string Commands { get; } = "命令:";
public string CommandUsage { get; } = "用法: ";
}
/// <summary>
/// path: Game.Command.Kick
/// </summary>
public class KickTextCHT
{
public string Desc { get; } = "踢出玩家";
public string Usage { get; } = "/kick";
public string PlayerKicked { get; } = "玩家 {0} 已被踢出!";
}
/// <summary>
/// path: Game.Command.Mission
/// </summary>
public class MissionTextCHT
{
public string Desc { get; } = "管理玩家的任務";
public string Usage { get; } = "/mission <unlockall - 完成所有任務>/<pass - 完成所有正在進行的任務>/<finish [副任務ID] - 完成指定任務>/<running - 獲取正在進行的任務以及可能卡住的任務>/<reaccept [主任務ID] - 重新進行指定主任務>";
public string AllMissionsFinished { get; } = "所有任務已完成!";
public string AllRunningMissionsFinished { get; } = "共 {0} 個進行中的任務已完成!";
public string MissionFinished { get; } = "任務 {0} 已完成!";
public string InvalidMissionId { get; } = "無效的任務ID!";
public string NoRunningMissions { get; } = "沒有正在進行的任務!";
public string RunningMissions { get; } = "正在進行的任務:";
public string PossibleStuckMissions { get; } = "可能卡住的任務:";
public string MainMission { get; } = "主任務";
public string MissionReAccepted { get; } = "重新接受任務 {0}!";
}
/// <summary>
/// path: Game.Command.Relic
/// </summary>
public class RelicTextCHT
{
public string Desc { get; } = "管理玩家的遺器";
public string Usage { get; } = "/relic <遺器ID> <主詞條ID> <小詞條ID1:小詞條等級> <小詞條ID2:小詞條等級> <小詞條ID3:小詞條等級> <小詞條ID4:小詞條等級> l<等級> x<數量>";
public string RelicNotFound { get; } = "遺器不存在!";
public string InvalidMainAffixId { get; } = "主詞條ID無效";
public string InvalidSubAffixId { get; } = "副詞條ID無效";
public string RelicGiven { get; } = "給予玩家 @{0} {1} 個遺器 {2}, 主詞條 {3}";
}
/// <summary>
/// path: Game.Command.Reload
/// </summary>
public class ReloadTextCHT
{
public string Desc { get; } = "重新加載指定的配置";
public string Usage { get; } = "/reload <配置名>(banner - 卡池, activity - 活動)";
public string ConfigReloaded { get; } = "配置 {0} 已重新加載!";
}
/// <summary>
/// path: Game.Command.Rogue
/// </summary>
public class RogueTextCHT
{
public string Desc { get; } = "管理玩家模擬宇宙中的數據";
public string Usage { get; } = "/rogue <money [宇宙碎片數量]>/<buff [祝福ID/-1 (-1 - 全部祝福)]>/<miracle [奇物ID]>/<enhance [祝福ID/-1]>/<unstuck - 脫離事件>";
public string PlayerGainedMoney { get; } = "玩家已獲得 {0} 宇宙碎片";
public string PlayerGainedAllItems { get; } = "玩家已獲得所有{0}";
public string PlayerGainedItem { get; } = "玩家已獲得{0} {1}";
public string PlayerEnhancedBuff { get; } = "玩家已強化祝福 {0}";
public string PlayerEnhancedAllBuffs { get; } = "玩家已強化所有祝福";
public string PlayerUnstuck { get; } = "玩家已脫離事件";
public string NotFoundItem { get; } = "未找到 {0}!";
}
/// <summary>
/// path: Game.Command.Scene
/// </summary>
public class SceneTextCHT
{
public string Desc { get; } = "管理玩家場景";
public string Usage { get; } = "/scene <prop [組ID] [道具ID] [狀態] - 設置道具狀態>/<remove [實體ID] - 移除實體>/<unlockall - 解鎖所有道具>/<change [場景entranceId] - 進入指定場景>/<reload - 重新進入場景>";
public string LoadedGroups { get; } = "已加載組: {0}";
public string PropStateChanged { get; } = "道具: {0} 的狀態已設置為 {1}";
public string PropNotFound { get; } = "未找到道具!";
public string EntityRemoved { get; } = "實體 {0} 已被移除";
public string EntityNotFound { get; } = "未找到實體!";
public string AllPropsUnlocked { get; } = "所有道具已解鎖!";
public string SceneChanged { get; } = "已進入場景 {0}";
public string SceneReloaded { get; } = "場景已重新加載!";
public string SceneReset { get; } = "已重置場景 {0} 中所有道具狀態!";
}
/// <summary>
/// path: Game.Command.Mail
/// </summary>
public class MailTextCHT
{
public string Desc { get; } = "管理玩家的郵件";
public string Usage { get; } = "/mail <send [發送名稱] [標題] [內容] [模板ID] [過期天數] - 發送郵件>/<send [發送者] [標題] [內容] [模板ID] [過期天數] [附件] - 發送帶附件的郵件>";
public string MailSent { get; } = "郵件已發送!";
public string MailSentWithAttachment { get; } = "帶附件的郵件已發送!";
}
/// <summary>
/// path: Game.Command.Raid
/// </summary>
public class RaidTextCHT
{
public string Desc { get; } = "管理玩家的任務臨時場景";
public string Usage { get; } = "/raid <leave - 離開臨時場景>";
public string Leaved { get; } = "已離開臨時場景!";
}
/// <summary>
/// path: Game.Command.Account
/// </summary>
public class AccountTextCHT
{
public string Desc { get; } = "創建賬號";
public string Usage { get; } = "/account create <用戶名>";
public string InvalidUid { get; } = "無效UID參數";
public string CreateError { get; } = "出現內部錯誤 {0} ";
public string CreateSuccess { get; } = "新賬號 {0} 創建成功!";
public string DuplicateAccount { get; } = "賬號 {0} 已存在!";
public string DuplicateUID { get; } = "UID {0} 已存在!";
public string DataError { get; } = "新賬號獲取失敗! {0}!";
}
#endregion
#endregion
public GameTextCHT Game { get; } = new();
public ServerTextCHT Server { get; } = new();
public WordTextCHT Word { get; } = new(); // a placeholder for the actual word text
}
#endregion
#region Layer 1
/// <summary>
/// path: Game
/// </summary>
public class GameTextCHT
{
public CommandTextCHT Command { get; } = new();
}
/// <summary>
/// path: Server
/// </summary>
public class ServerTextCHT
{
public WebTextCHT Web { get; } = new();
public ServerInfoTextCHT ServerInfo { get; } = new();
}
/// <summary>
/// path: Word
/// </summary>
public class WordTextCHT
{
public string Rank { get; } = "星魂";
public string Avatar { get; } = "角色";
public string Material { get; } = "材料";
public string Relic { get; } = "遺器";
public string Equipment { get; } = "光錐";
public string Talent { get; } = "行跡";
public string Banner { get; } = "卡池";
public string Activity { get; } = "活動";
public string Buff { get; } = "祝福";
public string Miracle { get; } = "奇物";
public string Unlock { get; } = "奢侈品";
// server info
public string Config { get; } = "配置文件";
public string Language { get; } = "語言";
public string Log { get; } = "日誌";
public string GameData { get; } = "遊戲數據";
public string Database { get; } = "數據庫";
public string Command { get; } = "命令";
public string WebServer { get; } = "Web服務器";
public string Plugin { get; } = "插件";
public string Handler { get; } = "包處理器";
public string Dispatch { get; } = "全局分發";
public string Game { get; } = "遊戲";
public string Handbook { get; } = "手冊";
public string NotFound { get; } = "未找到";
public string Error { get; } = "錯誤";
public string FloorInfo { get; } = "區域文件";
public string FloorGroupInfo { get; } = "區域組文件";
public string FloorMissingResult { get; } = "傳送與世界生成";
public string FloorGroupMissingResult { get; } = "傳送、怪物戰鬥與世界生成";
public string Mission { get; } = "任務";
public string MissionInfo { get; } = "任務文件";
public string MazeSkill { get; } = "角色秘技";
public string MazeSkillInfo { get; } = "角色秘技文件";
public string Dialogue { get; } = "模擬宇宙事件";
public string DialogueInfo { get; } = "模擬宇宙事件文件";
public string Performance { get; } = "劇情操作";
public string PerformanceInfo { get; } = "劇情操作文件";
public string RogueChestMap { get; } = "模擬宇宙地圖";
public string RogueChestMapInfo { get; } = "模擬宇宙地圖文件";
public string ChessRogueRoom { get; } = "模擬宇宙DLC";
public string ChessRogueRoomInfo { get; } = "模擬宇宙DLC文件";
}
#endregion
#region Layer 2
#region GameText
/// <summary>
/// path: Game.Command
/// </summary>
public class CommandTextCHT
{
public NoticeTextCHT Notice { get; } = new();
public HeroTextCHT Hero { get; } = new();
public AvatarTextCHT Avatar { get; } = new();
public GiveTextCHT Give { get; } = new();
public GiveAllTextCHT GiveAll { get; } = new();
public LineupTextCHT Lineup { get; } = new();
public HelpTextCHT Help { get; } = new();
public KickTextCHT Kick { get; } = new();
public MissionTextCHT Mission { get; } = new();
public RelicTextCHT Relic { get; } = new();
public ReloadTextCHT Reload { get; } = new();
public RogueTextCHT Rogue { get; } = new();
public SceneTextCHT Scene { get; } = new();
public UnlockAllTextCHT UnlockAll { get; } = new();
public MailTextCHT Mail { get; } = new();
public RaidTextCHT Raid { get; } = new();
public AccountTextCHT Account { get; } = new();
}
#endregion
#region ServerText
/// <summary>
/// path: Server.Web
/// </summary>
public class WebTextCHT
{
}
/// <summary>
/// path: Server.ServerInfo
/// </summary>
public class ServerInfoTextCHT
{
public string Shutdown { get; } = "關閉中…";
public string CancelKeyPressed { get; } = "已按下取消鍵 (Ctrl + C),服務器即將關閉…";
public string StartingServer { get; } = "正在啟動 DanhengServer…";
public string LoadingItem { get; } = "正在加載 {0}…";
public string RegisterItem { get; } = "註冊了 {0} 個 {1}。";
public string FailedToLoadItem { get; } = "加載 {0} 失敗。";
public string FailedToInitializeItem { get; } = "初始化 {0} 失敗。";
public string FailedToReadItem { get; } = "讀取 {0} 失敗,文件{1}";
public string GeneratedItem { get; } = "已生成 {0}。";
public string LoadedItem { get; } = "已加載 {0}。";
public string LoadedItems { get; } = "已加載 {0} 個 {1}。";
public string ServerRunning { get; } = "{0} 服務器正在監聽 {1}";
public string ServerStarted { get; } = "啟動完成!用時 {0}s擊敗了99%的用戶,輸入 『help』 來獲取命令幫助"; // 玩梗,考慮英語版本將其本土化
public string MissionEnabled { get; } = "任務系統已啟用此功能仍在開發中且可能不會按預期工作如果遇見任何bug請匯報給開發者。";
public string ConfigMissing { get; } = "{0} 缺失,請檢查你的資源文件夾:{1}{2} 可能不能使用。";
public string UnloadedItems { get; } = "卸載了所有 {0}。";
public string SaveDatabase { get; } = "已保存數據庫,用時 {0}s";
}
#endregion
#endregion
#region Layer 3
#region CommandText
/// <summary>
/// path: Game.Command.Notice
/// </summary>
public class NoticeTextCHT
{
public string PlayerNotFound { get; } = "未找到玩家!";
public string InvalidArguments { get; } = "無效的參數!";
public string NoPermission { get; } = "你沒有權限這麼做!";
public string CommandNotFound { get; } = "未找到命令! 輸入 '/help' 來獲取幫助";
public string TargetOffline { get; } = "目標 {0}({1}) 離線了!清除當前目標";
public string TargetFound { get; } = "找到目標 {0}({1}),下一次命令將默認對其執行";
public string TargetNotFound { get; } = "未找到目標 {0}!";
public string InternalError { get; } = "在處理命令時發生了內部錯誤!";
}
/// <summary>
/// path: Game.Command.Hero
/// </summary>
public class HeroTextCHT
{
public string Desc { get; } = "切換主角的性別/形態";
public string Usage { get; } = "/hero <gender [1/2 - 1為男性,2為女性]>/<type [8001/8003/8005 - 分別為 毀滅 存護 同諧]>";
public string GenderNotSpecified { get; } = "性別不存在!";
public string HeroTypeNotSpecified { get; } = "主角類型不存在!";
public string GenderChanged { get; } = "性別已更改!";
public string HeroTypeChanged { get; } = "主角類型已更改!";
}
/// <summary>
/// path: Game.Command.UnlockAll
/// </summary>
public class UnlockAllTextCHT
{
public string Desc { get; } = "解鎖所有在類別內的對象";
public string Usage { get; } = "/unlockall <mission - mission為任務>";
public string AllMissionsUnlocked { get; } = "所有任務已解鎖!";
}
/// <summary>
/// path: Game.Command.Avatar
/// </summary>
public class AvatarTextCHT
{
public string Desc { get; } = "設定玩家已有角色的屬性";
public string Usage { get; } =
"/avatar <talent [角色ID/-1] [行跡等級] - 設置行跡等級 角色ID為-1意為所有擁有角色>/<get [角色ID] - 獲取角色>/<rank [角色ID/-1] [星魂]>/<level [角色ID/-1] [角色等級]>";
public string InvalidLevel { get; } = "無效 {0}等級";
public string AllAvatarsLevelSet { get; } = "已將全部角色 {0}等級設置為 {1}";
public string AvatarLevelSet { get; } = "已將 {0} 角色 {1}等級設置為 {2}";
public string AvatarNotFound { get; } = "角色不存在!";
public string AvatarGet { get; } = "獲取到角色 {0}!";
public string AvatarFailedGet { get; } = "獲取角色 {0} 失敗!";
}
/// <summary>
/// path: Game.Command.Give
/// </summary>
public class GiveTextCHT
{
public string Desc { get; } = "給予玩家物品";
public string Usage { get; } = "/give <物品ID> l<等級> x<數量> r<疊影>";
public string ItemNotFound { get; } = "未找到物品!";
public string GiveItem { get; } = "給予 @{0} {1} 個物品 {2}";
}
/// <summary>
/// path: Game.Command.GiveAll
/// </summary>
public class GiveAllTextCHT
{
public string Desc { get; } = "給予玩家全部指定類型的物品";
public string Usage { get; } = "/giveall <avatar - 角色/equipment - 光錐/relic - 遺器/unlock - 氣泡等奢侈品> r<疊影> l<等級> x<數量>";
public string GiveAllItems { get; } = "已給予所有 {0}, 各 {1} 個";
}
/// <summary>
/// path: Game.Command.Lineup
/// </summary>
public class LineupTextCHT
{
public string Desc { get; } = "管理玩家的隊伍";
public string Usage { get; } = "/lineup <mp [秘技點數量 - 最高兩個]>/<heal - 治癒>";
public string PlayerGainedMp { get; } = "玩家已獲得 {0} 秘技點";
public string HealedAllAvatars { get; } = "成功治癒當前隊伍中的所有角色";
}
/// <summary>
/// path: Game.Command.Help
/// </summary>
public class HelpTextCHT
{
public string Desc { get; } = "顯示幫助信息";
public string Usage { get; } = "/help";
public string Commands { get; } = "命令:";
public string CommandUsage { get; } = "用法: ";
}
/// <summary>
/// path: Game.Command.Kick
/// </summary>
public class KickTextCHT
{
public string Desc { get; } = "踢出玩家";
public string Usage { get; } = "/kick";
public string PlayerKicked { get; } = "玩家 {0} 已被踢出!";
}
/// <summary>
/// path: Game.Command.Mission
/// </summary>
public class MissionTextCHT
{
public string Desc { get; } = "管理玩家的任務";
public string Usage { get; } =
"/mission <unlockall - 完成所有任務>/<pass - 完成所有正在進行的任務>/<finish [副任務ID] - 完成指定任務>/<running - 獲取正在進行的任務以及可能卡住的任務>/<reaccept [主任務ID] - 重新進行指定主任務>";
public string AllMissionsFinished { get; } = "所有任務已完成!";
public string AllRunningMissionsFinished { get; } = "共 {0} 個進行中的任務已完成!";
public string MissionFinished { get; } = "任務 {0} 已完成!";
public string InvalidMissionId { get; } = "無效的任務ID!";
public string NoRunningMissions { get; } = "沒有正在進行的任務!";
public string RunningMissions { get; } = "正在進行的任務:";
public string PossibleStuckMissions { get; } = "可能卡住的任務:";
public string MainMission { get; } = "主任務";
public string MissionReAccepted { get; } = "重新接受任務 {0}!";
}
/// <summary>
/// path: Game.Command.Relic
/// </summary>
public class RelicTextCHT
{
public string Desc { get; } = "管理玩家的遺器";
public string Usage { get; } =
"/relic <遺器ID> <主詞條ID> <小詞條ID1:小詞條等級> <小詞條ID2:小詞條等級> <小詞條ID3:小詞條等級> <小詞條ID4:小詞條等級> l<等級> x<數量>";
public string RelicNotFound { get; } = "遺器不存在!";
public string InvalidMainAffixId { get; } = "主詞條ID無效";
public string InvalidSubAffixId { get; } = "副詞條ID無效";
public string RelicGiven { get; } = "給予玩家 @{0} {1} 個遺器 {2}, 主詞條 {3}";
}
/// <summary>
/// path: Game.Command.Reload
/// </summary>
public class ReloadTextCHT
{
public string Desc { get; } = "重新加載指定的配置";
public string Usage { get; } = "/reload <配置名>(banner - 卡池, activity - 活動)";
public string ConfigReloaded { get; } = "配置 {0} 已重新加載!";
}
/// <summary>
/// path: Game.Command.Rogue
/// </summary>
public class RogueTextCHT
{
public string Desc { get; } = "管理玩家模擬宇宙中的數據";
public string Usage { get; } =
"/rogue <money [宇宙碎片數量]>/<buff [祝福ID/-1 (-1 - 全部祝福)]>/<miracle [奇物ID]>/<enhance [祝福ID/-1]>/<unstuck - 脫離事件>";
public string PlayerGainedMoney { get; } = "玩家已獲得 {0} 宇宙碎片";
public string PlayerGainedAllItems { get; } = "玩家已獲得所有{0}";
public string PlayerGainedItem { get; } = "玩家已獲得{0} {1}";
public string PlayerEnhancedBuff { get; } = "玩家已強化祝福 {0}";
public string PlayerEnhancedAllBuffs { get; } = "玩家已強化所有祝福";
public string PlayerUnstuck { get; } = "玩家已脫離事件";
public string NotFoundItem { get; } = "未找到 {0}!";
}
/// <summary>
/// path: Game.Command.Scene
/// </summary>
public class SceneTextCHT
{
public string Desc { get; } = "管理玩家場景";
public string Usage { get; } =
"/scene <prop [組ID] [道具ID] [狀態] - 設置道具狀態>/<remove [實體ID] - 移除實體>/<unlockall - 解鎖所有道具>/<change [場景entranceId] - 進入指定場景>/<reload - 重新進入場景>";
public string LoadedGroups { get; } = "已加載組: {0}";
public string PropStateChanged { get; } = "道具: {0} 的狀態已設置為 {1}";
public string PropNotFound { get; } = "未找到道具!";
public string EntityRemoved { get; } = "實體 {0} 已被移除";
public string EntityNotFound { get; } = "未找到實體!";
public string AllPropsUnlocked { get; } = "所有道具已解鎖!";
public string SceneChanged { get; } = "已進入場景 {0}";
public string SceneReloaded { get; } = "場景已重新加載!";
public string SceneReset { get; } = "已重置場景 {0} 中所有道具狀態!";
}
/// <summary>
/// path: Game.Command.Mail
/// </summary>
public class MailTextCHT
{
public string Desc { get; } = "管理玩家的郵件";
public string Usage { get; } =
"/mail <send [發送名稱] [標題] [內容] [模板ID] [過期天數] - 發送郵件>/<send [發送者] [標題] [內容] [模板ID] [過期天數] [附件] - 發送帶附件的郵件>";
public string MailSent { get; } = "郵件已發送!";
public string MailSentWithAttachment { get; } = "帶附件的郵件已發送!";
}
/// <summary>
/// path: Game.Command.Raid
/// </summary>
public class RaidTextCHT
{
public string Desc { get; } = "管理玩家的任務臨時場景";
public string Usage { get; } = "/raid <leave - 離開臨時場景>";
public string Leaved { get; } = "已離開臨時場景!";
}
/// <summary>
/// path: Game.Command.Account
/// </summary>
public class AccountTextCHT
{
public string Desc { get; } = "創建賬號";
public string Usage { get; } = "/account create <用戶名>";
public string InvalidUid { get; } = "無效UID參數";
public string CreateError { get; } = "出現內部錯誤 {0} ";
public string CreateSuccess { get; } = "新賬號 {0} 創建成功!";
public string DuplicateAccount { get; } = "賬號 {0} 已存在!";
public string DuplicateUID { get; } = "UID {0} 已存在!";
public string DataError { get; } = "新賬號獲取失敗! {0}!";
}
#endregion
#endregion