mirror of
https://github.com/EggLinks/DanhengServer-OpenSource.git
synced 2026-01-02 20:26:03 +08:00
Feature:Asynchronous Operation & Formatting Code
- Now the async operation is enabled! - Code formatted by Resharper plugin <3
This commit is contained in:
@@ -1,385 +1,397 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace EggLink.DanhengServer.Internationalization.Message;
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namespace EggLink.DanhengServer.Internationalization.Message
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#region Root
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public class LanguageCHT
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{
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#region Root
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public class LanguageCHT
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{
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public GameTextCHT Game { get; } = new();
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public ServerTextCHT Server { get; } = new();
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public WordTextCHT Word { get; } = new(); // a placeholder for the actual word text
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}
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#endregion
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#region Layer 1
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/// <summary>
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/// path: Game
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/// </summary>
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public class GameTextCHT
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{
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public CommandTextCHT Command { get; } = new();
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}
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/// <summary>
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/// path: Server
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/// </summary>
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public class ServerTextCHT
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{
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public WebTextCHT Web { get; } = new();
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public ServerInfoTextCHT ServerInfo { get; } = new();
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}
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/// <summary>
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/// path: Word
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/// </summary>
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public class WordTextCHT
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{
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public string Rank { get; } = "星魂";
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public string Avatar { get; } = "角色";
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public string Material { get; } = "材料";
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public string Relic { get; } = "遺器";
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public string Equipment { get; } = "光錐";
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public string Talent { get; } = "行跡";
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public string Banner { get; } = "卡池";
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public string Activity { get; } = "活動";
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public string Buff { get; } = "祝福";
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public string Miracle { get; } = "奇物";
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public string Unlock { get; } = "奢侈品";
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// server info
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public string Config { get; } = "配置文件";
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public string Language { get; } = "語言";
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public string Log { get; } = "日誌";
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public string GameData { get; } = "遊戲數據";
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public string Database { get; } = "數據庫";
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public string Command { get; } = "命令";
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public string WebServer { get; } = "Web服務器";
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public string Plugin { get; } = "插件";
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public string Handler { get; } = "包處理器";
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public string Dispatch { get; } = "全局分發";
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public string Game { get; } = "遊戲";
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public string Handbook { get; } = "手冊";
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public string NotFound { get; } = "未找到";
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public string Error { get; } = "錯誤";
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public string FloorInfo { get; } = "區域文件";
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public string FloorGroupInfo { get; } = "區域組文件";
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public string FloorMissingResult { get; } = "傳送與世界生成";
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public string FloorGroupMissingResult { get; } = "傳送、怪物戰鬥與世界生成";
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public string Mission { get; } = "任務";
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public string MissionInfo { get; } = "任務文件";
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public string MazeSkill { get; } = "角色秘技";
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public string MazeSkillInfo { get; } = "角色秘技文件";
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public string Dialogue { get; } = "模擬宇宙事件";
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public string DialogueInfo { get; } = "模擬宇宙事件文件";
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public string Performance { get; } = "劇情操作";
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public string PerformanceInfo { get; } = "劇情操作文件";
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public string RogueChestMap { get; } = "模擬宇宙地圖";
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public string RogueChestMapInfo { get; } = "模擬宇宙地圖文件";
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public string ChessRogueRoom { get; } = "模擬宇宙DLC";
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public string ChessRogueRoomInfo { get; } = "模擬宇宙DLC文件";
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}
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#endregion
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#region Layer 2
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#region GameText
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/// <summary>
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/// path: Game.Command
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/// </summary>
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public class CommandTextCHT
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{
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public NoticeTextCHT Notice { get; } = new();
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public HeroTextCHT Hero { get; } = new();
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public AvatarTextCHT Avatar { get; } = new();
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public GiveTextCHT Give { get; } = new();
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public GiveAllTextCHT GiveAll { get; } = new();
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public LineupTextCHT Lineup { get; } = new();
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public HelpTextCHT Help { get; } = new();
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public KickTextCHT Kick { get; } = new();
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public MissionTextCHT Mission { get; } = new();
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public RelicTextCHT Relic { get; } = new();
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public ReloadTextCHT Reload { get; } = new();
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public RogueTextCHT Rogue { get; } = new();
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public SceneTextCHT Scene { get; } = new();
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public UnlockAllTextCHT UnlockAll { get; } = new();
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public MailTextCHT Mail { get; } = new();
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public RaidTextCHT Raid { get; } = new();
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public AccountTextCHT Account { get; } = new();
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}
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#endregion
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#region ServerText
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/// <summary>
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/// path: Server.Web
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/// </summary>
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public class WebTextCHT
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{
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}
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/// <summary>
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/// path: Server.ServerInfo
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/// </summary>
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public class ServerInfoTextCHT
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{
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public string Shutdown { get; } = "關閉中…";
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public string CancelKeyPressed { get; } = "已按下取消鍵 (Ctrl + C),服務器即將關閉…";
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public string StartingServer { get; } = "正在啟動 DanhengServer…";
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public string LoadingItem { get; } = "正在加載 {0}…";
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public string RegisterItem { get; } = "註冊了 {0} 個 {1}。";
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public string FailedToLoadItem { get; } = "加載 {0} 失敗。";
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public string FailedToInitializeItem { get; } = "初始化 {0} 失敗。";
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public string FailedToReadItem { get; } = "讀取 {0} 失敗,文件{1}";
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public string GeneratedItem { get; } = "已生成 {0}。";
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public string LoadedItem { get; } = "已加載 {0}。";
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public string LoadedItems { get; } = "已加載 {0} 個 {1}。";
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public string ServerRunning { get; } = "{0} 服務器正在監聽 {1}";
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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
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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。";
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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。";
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public string UnloadedItems { get; } = "卸載了所有 {0}。";
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public string SaveDatabase { get; } = "已保存數據庫,用時 {0}s";
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}
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#endregion
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#endregion
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#region Layer 3
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#region CommandText
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/// <summary>
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/// path: Game.Command.Notice
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/// </summary>
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public class NoticeTextCHT
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{
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public string PlayerNotFound { get; } = "未找到玩家!";
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public string InvalidArguments { get; } = "無效的參數!";
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public string NoPermission { get; } = "你沒有權限這麼做!";
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public string CommandNotFound { get; } = "未找到命令! 輸入 '/help' 來獲取幫助";
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public string TargetOffline { get; } = "目標 {0}({1}) 離線了!清除當前目標";
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public string TargetFound { get; } = "找到目標 {0}({1}),下一次命令將默認對其執行";
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public string TargetNotFound { get; } = "未找到目標 {0}!";
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public string InternalError { get; } = "在處理命令時發生了內部錯誤!";
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}
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/// <summary>
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/// path: Game.Command.Hero
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/// </summary>
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public class HeroTextCHT
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{
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public string Desc { get; } = "切換主角的性別/形態";
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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]>";
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public string GenderNotSpecified { get; } = "性別不存在!";
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public string HeroTypeNotSpecified { get; } = "主角類型不存在!";
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public string GenderChanged { get; } = "性別已更改!";
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public string HeroTypeChanged { get; } = "主角類型已更改!";
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}
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/// <summary>
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/// path: Game.Command.UnlockAll
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/// </summary>
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public class UnlockAllTextCHT
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{
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public string Desc { get; } = "解鎖所有在類別內的對象";
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public string Usage { get; } = "/unlockall <mission - mission為任務>";
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public string AllMissionsUnlocked { get; } = "所有任務已解鎖!";
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}
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/// <summary>
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/// path: Game.Command.Avatar
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/// </summary>
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public class AvatarTextCHT
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{
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public string Desc { get; } = "設定玩家已有角色的屬性";
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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]>";
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public string InvalidLevel { get; } = "無效 {0}等級";
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public string AllAvatarsLevelSet { get; } = "已將全部角色 {0}等級設置為 {1}";
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public string AvatarLevelSet { get; } = "已將 {0} 角色 {1}等級設置為 {2}";
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public string AvatarNotFound { get; } = "角色不存在!";
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public string AvatarGet { get; } = "獲取到角色 {0}!";
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public string AvatarFailedGet { get; } = "獲取角色 {0} 失敗!";
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}
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/// <summary>
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/// path: Game.Command.Give
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/// </summary>
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public class GiveTextCHT
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{
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public string Desc { get; } = "給予玩家物品";
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public string Usage { get; } = "/give <物品ID> l<等級> x<數量> r<疊影>";
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public string ItemNotFound { get; } = "未找到物品!";
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public string GiveItem { get; } = "給予 @{0} {1} 個物品 {2}";
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}
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/// <summary>
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/// path: Game.Command.GiveAll
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/// </summary>
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public class GiveAllTextCHT
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{
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public string Desc { get; } = "給予玩家全部指定類型的物品";
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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>";
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public string GiveAllItems { get; } = "已給予所有 {0}, 各 {1} 個";
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}
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/// <summary>
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/// path: Game.Command.Lineup
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/// </summary>
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public class LineupTextCHT
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{
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public string Desc { get; } = "管理玩家的隊伍";
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public string Usage { get; } = "/lineup <mp [秘技點數量 - 最高兩個]>/<heal - 治癒>";
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public string PlayerGainedMp { get; } = "玩家已獲得 {0} 秘技點";
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public string HealedAllAvatars { get; } = "成功治癒當前隊伍中的所有角色";
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}
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/// <summary>
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/// path: Game.Command.Help
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/// </summary>
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public class HelpTextCHT
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{
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public string Desc { get; } = "顯示幫助信息";
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public string Usage { get; } = "/help";
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public string Commands { get; } = "命令:";
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public string CommandUsage { get; } = "用法: ";
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}
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/// <summary>
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/// path: Game.Command.Kick
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/// </summary>
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public class KickTextCHT
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{
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public string Desc { get; } = "踢出玩家";
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public string Usage { get; } = "/kick";
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public string PlayerKicked { get; } = "玩家 {0} 已被踢出!";
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}
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/// <summary>
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/// path: Game.Command.Mission
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/// </summary>
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public class MissionTextCHT
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{
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public string Desc { get; } = "管理玩家的任務";
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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>";
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public string AllMissionsFinished { get; } = "所有任務已完成!";
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public string AllRunningMissionsFinished { get; } = "共 {0} 個進行中的任務已完成!";
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public string MissionFinished { get; } = "任務 {0} 已完成!";
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public string InvalidMissionId { get; } = "無效的任務ID!";
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public string NoRunningMissions { get; } = "沒有正在進行的任務!";
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public string RunningMissions { get; } = "正在進行的任務:";
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public string PossibleStuckMissions { get; } = "可能卡住的任務:";
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public string MainMission { get; } = "主任務";
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public string MissionReAccepted { get; } = "重新接受任務 {0}!";
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}
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/// <summary>
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/// path: Game.Command.Relic
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/// </summary>
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public class RelicTextCHT
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{
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public string Desc { get; } = "管理玩家的遺器";
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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>";
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public string RelicNotFound { get; } = "遺器不存在!";
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public string InvalidMainAffixId { get; } = "主詞條ID無效";
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public string InvalidSubAffixId { get; } = "副詞條ID無效";
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public string RelicGiven { get; } = "給予玩家 @{0} {1} 個遺器 {2}, 主詞條 {3}";
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}
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/// <summary>
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/// path: Game.Command.Reload
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/// </summary>
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public class ReloadTextCHT
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{
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public string Desc { get; } = "重新加載指定的配置";
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public string Usage { get; } = "/reload <配置名>(banner - 卡池, activity - 活動)";
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public string ConfigReloaded { get; } = "配置 {0} 已重新加載!";
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}
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/// <summary>
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/// path: Game.Command.Rogue
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/// </summary>
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public class RogueTextCHT
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{
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public string Desc { get; } = "管理玩家模擬宇宙中的數據";
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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>";
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public string PlayerGainedMoney { get; } = "玩家已獲得 {0} 宇宙碎片";
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public string PlayerGainedAllItems { get; } = "玩家已獲得所有{0}";
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public string PlayerGainedItem { get; } = "玩家已獲得{0} {1}";
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public string PlayerEnhancedBuff { get; } = "玩家已強化祝福 {0}";
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public string PlayerEnhancedAllBuffs { get; } = "玩家已強化所有祝福";
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public string PlayerUnstuck { get; } = "玩家已脫離事件";
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public string NotFoundItem { get; } = "未找到 {0}!";
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}
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/// <summary>
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/// path: Game.Command.Scene
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/// </summary>
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public class SceneTextCHT
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{
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public string Desc { get; } = "管理玩家場景";
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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>";
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public string LoadedGroups { get; } = "已加載組: {0}";
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public string PropStateChanged { get; } = "道具: {0} 的狀態已設置為 {1}";
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public string PropNotFound { get; } = "未找到道具!";
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public string EntityRemoved { get; } = "實體 {0} 已被移除";
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public string EntityNotFound { get; } = "未找到實體!";
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public string AllPropsUnlocked { get; } = "所有道具已解鎖!";
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public string SceneChanged { get; } = "已進入場景 {0}";
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public string SceneReloaded { get; } = "場景已重新加載!";
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public string SceneReset { get; } = "已重置場景 {0} 中所有道具狀態!";
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}
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/// <summary>
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/// path: Game.Command.Mail
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/// </summary>
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public class MailTextCHT
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{
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public string Desc { get; } = "管理玩家的郵件";
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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>";
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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
|
||||
Reference in New Issue
Block a user