namespace EggLink.DanhengServer.Internationalization.Message;
#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
///
/// path: Game
///
public class GameTextCHT
{
public CommandTextCHT Command { get; } = new();
}
///
/// path: Server
///
public class ServerTextCHT
{
public WebTextCHT Web { get; } = new();
public ServerInfoTextCHT ServerInfo { get; } = new();
}
///
/// path: Word
///
public class WordTextCHT
{
public string Rank => "星魂";
public string Avatar => "角色";
public string Material => "材料";
public string Pet => "寵物";
public string Relic => "遺器";
public string Equipment => "光錐";
public string Talent => "行跡";
public string Banner => "卡池";
public string VideoKeys => "遊戲CG密鑰";
public string Activity => "活動";
public string Buff => "祝福";
public string Miracle => "奇物";
public string Unlock => "奢侈品";
// server info
public string Config => "配置文件";
public string Language => "語言";
public string Log => "日誌";
public string GameData => "遊戲數據";
public string Cache => "資源緩存";
public string Database => "數據庫";
public string Command => "命令";
public string WebServer => "Web服務器";
public string Plugin => "插件";
public string Handler => "包處理器";
public string Dispatch => "全局分發";
public string Game => "遊戲";
public string Handbook => "手冊";
public string NotFound => "未找到";
public string Error => "錯誤";
public string FloorInfo => "區域文件";
public string FloorGroupInfo => "區域組文件";
public string FloorMissingResult => "傳送與世界生成";
public string FloorGroupMissingResult => "傳送、怪物戰鬥與世界生成";
public string Mission => "任務";
public string MissionInfo => "任務文件";
public string SubMission => "子任務";
public string SubMissionInfo => "子任務文件";
public string MazeSkill => "角色秘技";
public string MazeSkillInfo => "角色秘技文件";
public string Dialogue => "模擬宇宙事件";
public string DialogueInfo => "模擬宇宙事件文件";
public string Performance => "劇情操作";
public string PerformanceInfo => "劇情操作文件";
public string RogueChestMap => "模擬宇宙地圖";
public string RogueChestMapInfo => "模擬宇宙地圖文件";
public string ChessRogueRoom => "模擬宇宙DLC";
public string ChessRogueRoomInfo => "模擬宇宙DLC文件";
public string SummonUnit => "秘技生成";
public string SummonUnitInfo => "秘技生成文件";
public string RogueTournRoom => "差分宇宙";
public string RogueTournRoomInfo => "差分宇宙房間文件";
public string TypesOfRogue => "類型的模擬宇宙";
public string RogueMagicRoom => "不可知域";
public string RogueMagicRoomInfo => "不可知域房間文件";
public string RogueDiceSurface => "骰面效果";
public string RogueDiceSurfaceInfo => "骰面效果文件";
public string AdventureModifier => "AdventureModifier";
public string AdventureModifierInfo => "AdventureModifier文件";
public string DatabaseAccount => "數據庫賬號";
public string Tutorial => "教程";
}
#endregion
#region Layer 2
#region GameText
///
/// path: Game.Command
///
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();
public UnstuckTextCHT Unstuck { get; } = new();
public SetlevelTextCHT Setlevel { get; } = new();
public GridTextCHT Grid { get; } = new();
}
#endregion
#region ServerText
///
/// path: Server.Web
///
public class WebTextCHT
{
public string Maintain => "服務器正在維修,請稍後嘗試。";
}
///
/// path: Server.ServerInfo
///
public class ServerInfoTextCHT
{
public string Shutdown => "關閉中…";
public string CancelKeyPressed => "已按下取消鍵 (Ctrl + C),服務器即將關閉…";
public string StartingServer => "正在啟動 DanhengServer…";
public string CurrentVersion => "當前服務端支持的版本: {0}";
public string LoadingItem => "正在加載 {0}…";
public string GeneratingItem => "正在生成 {0}…";
public string WaitingItem => "正在等待進程 {0} 完成…";
public string RegisterItem => "註冊了 {0} 個 {1}。";
public string FailedToLoadItem => "加載 {0} 失敗。";
public string NewClientSecretKey => "客戶端密鑰不存在,正在生成新的客戶端密鑰。";
public string FailedToInitializeItem => "初始化 {0} 失敗。";
public string FailedToReadItem => "讀取 {0} 失敗,文件{1}";
public string GeneratedItem => "已生成 {0}。";
public string LoadedItem => "已加載 {0}。";
public string LoadedItems => "已加載 {0} 個 {1}。";
public string ServerRunning => "{0} 服務器正在監聽 {1}";
public string ServerStarted => "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 => "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,請彙報給開發者。";
public string CacheLoadSkip => "已跳過緩存加載。";
public string ConfigMissing => "{0} 缺失,請檢查你的資源文件夾:{1},{2} 可能不能使用。";
public string UnloadedItems => "卸載了所有 {0}。";
public string SaveDatabase => "已保存數據庫,用時 {0}s";
public string WaitForAllDone => "現在還不可以進入遊戲,請等待所有項目加載完成後再試";
public string UnhandledException => "發生未經處理的異常:{0}";
}
#endregion
#endregion
#region Layer 3
#region CommandText
///
/// path: Game.Command.Notice
///
public class NoticeTextCHT
{
public string PlayerNotFound => "未找到玩家!";
public string InvalidArguments => "無效的參數!";
public string NoPermission => "你沒有權限這麼做!";
public string CommandNotFound => "未找到命令! 輸入 '/help' 來獲取幫助";
public string TargetOffline => "目標 {0}({1}) 離線了!清除當前目標";
public string TargetFound => "找到目標 {0}({1}),下一次命令將默認對其執行";
public string TargetNotFound => "未找到目標 {0}!";
public string InternalError => "在處理命令時發生了內部錯誤!";
}
///
/// path: Game.Command.Hero
///
public class HeroTextCHT
{
public string Desc =>
"切換主角的性別/形態\n當切換性別時,genderId為1代表男性,2代表女性\n當切換形態時,8001代表毀滅命途,8003代表存護命途,8005代表同諧命途。\n注意,切換性別時會清空所有可選命途以及行跡,為不可逆操作!";
public string Usage => "用法:/hero gender [genderId]\n\n用法:/hero type [typeId]";
public string GenderNotSpecified => "性別不存在!";
public string HeroTypeNotSpecified => "主角類型不存在!";
public string GenderChanged => "性別已更改!";
public string HeroTypeChanged => "主角類型已更改!";
}
///
/// path: Game.Command.UnlockAll
///
public class UnlockAllTextCHT
{
public string Desc =>
"解鎖所有在類別內的對象\n" +
"使用 /unlockall mission 以完成所有任務,使用後會被踢出,重新登錄後可能會被教程卡住,請謹慎使用\n" +
"使用 /unlockall tutorial 以解鎖所有教程,使用後會被踢出,用於部分界面卡住無法行動的情況\n" +
"使用 /unlockall rogue 以解鎖所有類型模擬宇宙,使用後會被踢出,建議與 /unlockall tutorial 搭配使用以獲取更好效果";
public string Usage => "用法:/unlockall [mission/tutorial/rogue]";
public string UnlockedAll => "已解鎖/完成所有{0}!";
}
///
/// path: Game.Command.Avatar
///
public class AvatarTextCHT
{
public string Desc => "設定玩家已有角色的屬性\n設置行跡等級時,設置X級即設置所有行跡節點至X級,若大於此節點允許的最高等級,設置為最高等級\n注意:-1意為所有已擁有角色";
public string Usage =>
"用法:/avatar talent [角色ID/-1] [行跡等級]\n\n用法:/avatar get [角色ID]\n\n用法:/avatar rank [角色ID/-1] [星魂]\n\n用法:/avatar level [角色ID/-1] [角色等級]";
public string InvalidLevel => "{0}等級無效";
public string AllAvatarsLevelSet => "已將全部角色 {0}等級設置為 {1}";
public string AvatarLevelSet => "已將 {0} 角色 {1}等級設置為 {2}";
public string AvatarNotFound => "角色不存在!";
public string AvatarGet => "獲取到角色 {0}!";
public string AvatarFailedGet => "獲取角色 {0} 失敗!";
}
///
/// path: Game.Command.Give
///
public class GiveTextCHT
{
public string Desc => "給予玩家物品,此處可輸入角色ID,但無法設置行跡、等級及星魂";
public string Usage => "用法:/give <物品ID> l<等級> x<數量> r<疊影>";
public string ItemNotFound => "未找到物品!";
public string GiveItem => "給予 @{0} {1} 個物品 {2}";
}
///
/// path: Game.Command.GiveAll
///
public class GiveAllTextCHT
{
public string Desc =>
"給予玩家全部指定類型的物品\navatar意為角色,equipment意為光錐,relic意為遺器,unlock意為氣泡、手機壁紙、頭像,train意為開拓者房間內容,pet意為寵物,path意為多命途角色命途";
public string Usage =>
"用法:/giveall avatar r<星魂> l<等級>\n\n" +
"用法:/giveall equipment r<疊影> l<等級> x<數量>\n\n" +
"用法:/giveall relic l<等級> x<數量>\n\n" +
"用法:/giveall unlock\n\n" +
"用法:/giveall train\n\n" +
"用法:/giveall pet\n\n" +
"用法:/giveall path";
public string GiveAllItems => "已給予所有 {0}, 各 {1} 個";
}
///
/// path: Game.Command.Lineup
///
public class LineupTextCHT
{
public string Desc => "管理玩家的隊伍\n秘技點一次性只能獲得兩個";
public string Usage => "用法:/lineup mp [秘技點數量]\n\n用法:/lineup heal";
public string PlayerGainedMp => "玩家已獲得 {0} 秘技點";
public string HealedAllAvatars => "成功治癒當前隊伍中的所有角色";
}
///
/// path: Game.Command.Help
///
public class HelpTextCHT
{
public string Desc => "顯示幫助信息";
public string Usage => "用法:/help\n\n用法:/help [命令]";
public string Commands => "命令:";
public string CommandPermission => "所需權限: ";
public string CommandAlias => "命令別名:";
}
///
/// path: Game.Command.Kick
///
public class KickTextCHT
{
public string Desc => "踢出玩家";
public string Usage => "用法:/kick";
public string PlayerKicked => "玩家 {0} 已被踢出!";
}
///
/// path: Game.Command.Mission
///
public class MissionTextCHT
{
public string Desc =>
"管理玩家的任務\n" +
"使用 pass 完成當前正在進行的所有任務,此命令易造成嚴重卡頓,請儘量使用 /mission finish 替代\n" +
"使用 finish [子任務ID] 完成指定子任務,請瀏覽 handbook 來獲取子任務ID\n" +
"使用 finishmain [主任務ID] 完成指定主任務,請瀏覽 handbook 來獲取主任務ID\n" +
"使用 running <-all> 獲取正在追蹤的任務,增加'-all'則顯示所有正在進行的任務以及可能卡住的任務,使用後可能會出現較長任務列表,請注意甄別\n" +
"使用 reaccept [主任務ID] 可重新進行指定主任務,請瀏覽 handbook 來獲取主任務ID";
public string Usage =>
"用法:/mission pass\n\n用法:/mission finish [子任務ID]\n\n用法:/mission running <-all>\n\n用法:/mission reaccept [主任務ID]\n\n用法:/mission finishmain [主任務ID]";
public string AllMissionsFinished => "所有任務已完成!";
public string AllRunningMissionsFinished => "共 {0} 個進行中的任務已完成!";
public string MissionFinished => "任務 {0} 已完成!";
public string InvalidMissionId => "無效的任務ID!";
public string NoRunningMissions => "沒有正在進行的任務!";
public string RunningMissions => "正在進行的任務:";
public string PossibleStuckMissions => "可能卡住的任務:";
public string MainMission => "主任務";
public string MissionReAccepted => "重新接受任務 {0}!";
}
///
/// path: Game.Command.Relic
///
public class RelicTextCHT
{
public string Desc => "管理玩家的遺器\n主詞條可選,副詞條可選,但至少存在其中之一\n等級限制:1≤等級≤9999";
public string Usage =>
"用法:/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 => "遺器不存在!";
public string InvalidMainAffixId => "主詞條ID無效";
public string InvalidSubAffixId => "副詞條ID無效";
public string RelicGiven => "給予玩家 @{0} {1} 個遺器 {2}, 主詞條 {3}";
}
///
/// path: Game.Command.Reload
///
public class ReloadTextCHT
{
public string Desc => "重新加載指定的配置\n配置名:banner - 卡池, activity - 活動";
public string Usage => "用法:/reload <配置名>";
public string ConfigReloaded => "配置 {0} 已重新加載!";
}
///
/// path: Game.Command.Rogue
///
public class RogueTextCHT
{
public string Desc => "管理玩家模擬宇宙中的數據\n-1意為所有祝福(已擁有祝福)\n使用 buff 來獲取祝福\n使用 enhance 來強化祝福";
public string Usage =>
"用法:/rogue money [宇宙碎片數量]\n\n用法:/rogue buff [祝福ID/-1]\n\n用法:/rogue miracle [奇物ID]\n\n用法:/rogue enhance [祝福ID/-1]\n\n用法:/rogue unstuck - 脫離事件";
public string PlayerGainedMoney => "玩家已獲得 {0} 宇宙碎片";
public string PlayerGainedAllItems => "玩家已獲得所有{0}";
public string PlayerGainedItem => "玩家已獲得{0} {1}";
public string PlayerEnhancedBuff => "玩家已強化祝福 {0}";
public string PlayerEnhancedAllBuffs => "玩家已強化所有祝福";
public string PlayerUnstuck => "玩家已脫離事件";
public string NotFoundItem => "未找到 {0}!";
public string PlayerNotInRogue => "玩家不在模擬宇宙中!";
}
///
/// path: Game.Command.Scene
///
public class SceneTextCHT
{
public string Desc =>
"管理玩家場景\n" +
"提示:此組大多為調試使用,使用命令前,請確保你清楚你在做什麼!\n" +
"使用 prop 來設置道具狀態,在Common/Enums/Scene/PropStateEnum.cs獲取狀態列表\n" +
"使用 unlockall 來解鎖場景內所有道具(即將所有能設置為open狀態的道具設置為open狀態),此命令有較大可能會導致遊戲加載卡條約90%,使用 /scene reset 來解決問題\n" +
"使用 change 來進入指定場景,要獲取EntryId,請訪問 Resources/MapEntrance.json\n" +
"使用 reload 來重新加載當前場景,並回到初始位置\n" +
"使用 reset 來重置指定場景所有道具狀態,要獲取當前FloorId,請使用 /scene cur";
public string Usage =>
"用法:/scene prop [組ID] [道具ID] [狀態]\n\n用法:/scene remove [實體ID]\n\n用法:/scene unlockall\n\n用法:/scene change [entryId]\n\n用法:/scene reload\n\n用法:/scene reset ";
public string LoadedGroups => "已加載組: {0}";
public string PropStateChanged => "道具: {0} 的狀態已設置為 {1}";
public string PropNotFound => "未找到道具!";
public string EntityRemoved => "實體 {0} 已被移除";
public string EntityNotFound => "未找到實體!";
public string AllPropsUnlocked => "所有道具已解鎖!";
public string SceneChanged => "已進入場景 {0}";
public string SceneReloaded => "場景已重新加載!";
public string SceneReset => "已重置場景 {0} 中所有道具狀態!";
public string CurrentScene => "當前場景Entry Id: {0}, Plane Id: {1}, Floor Id: {2}";
}
///
/// path: Game.Command.Mail
///
public class MailTextCHT
{
public string Desc => "管理玩家的郵件";
public string Usage => "用法:/mail [發送名稱] [模板ID] [過期天數] _TITLE [標題] _CONTENT [內容]";
public string MailSent => "郵件已發送!";
public string MailSentWithAttachment => "帶附件的郵件已發送!";
}
///
/// path: Game.Command.Raid
///
public class RaidTextCHT
{
public string Desc => "管理玩家的任務臨時場景";
public string Usage => "用法:/raid leave - 離開臨時場景";
public string Leaved => "已離開臨時場景!";
}
///
/// path: Game.Command.Account
///
public class AccountTextCHT
{
public string Desc => "創建賬號\n注意:此命令未經測試,請謹慎使用!";
public string Usage => "用法:/account create [用戶名]";
public string InvalidUid => "無效UID參數!";
public string CreateError => "出現內部錯誤 {0} ";
public string CreateSuccess => "新賬號 {0} 創建成功!";
public string DuplicateAccount => "賬號 {0} 已存在!";
public string DuplicateUID => "UID {0} 已存在!";
public string DataError => "新賬號獲取失敗! {0}!";
}
///
/// path: Game.Command.Unstuck
///
public class UnstuckTextCHT
{
public string Desc => "將玩家傳送回默認場景";
public string Usage => "用法:/unstuck [UID]";
public string UnstuckSuccess => "已成功將該玩家傳送回默認場景";
public string UidNotExist => "該UID不存在!";
public string PlayerIsOnline => "該玩家目前在線上!";
}
///
/// path: Game.Command.Setlevel
///
public class SetlevelTextCHT
{
public string Desc => "設定玩家等級";
public string Usage => "用法:/setlevel [等級]";
public string SetlevelSuccess => "等級設定成功!";
}
///
/// path: Game.Command.Grid
///
public class GridTextCHT
{
public string Desc => "管理貨幣戰爭內容,注意,此部分內容尚未完善,若有問題請及時反饋。\n此命令不一定會檢查ID是否存在,若無效果,請檢查參數是否正確";
public string Usage => "用法:/grid gold [金幣數量]\n\n" +
"用法:/grid role [角色ID] [角色星級]\n\n" +
"用法:/grid equip [裝備ID]\n\n" +
"用法:/grid consumable [消耗品ID]\n\n" +
"用法:/grid orb [晶礦ID]";
public string NotInGame => "不在貨幣戰爭中!";
public string InvalidRole => "角色ID或星級不存在!";
public string AddedRole => "已添加角色。";
public string UpdateGold => "獲得 {0} 個金幣。";
public string AddEquipment => "已添加 {0} 裝備。";
public string AddOrb => "已添加 {0} 晶礦。";
public string AddConsumable => "已添加 {0} 消耗品。";
public string EnterSection => "進入 {0}-{1}。";
}
#endregion
#endregion