namespace EggLink.DanhengServer.Internationalization.Message; #region Root public class LanguageCHS { public GameTextCHS Game { get; } = new(); public ServerTextCHS Server { get; } = new(); public WordTextCHS Word { get; } = new(); // a placeholder for the actual word text } #endregion #region Layer 1 /// /// path: Game /// public class GameTextCHS { public CommandTextCHS Command { get; } = new(); } /// /// path: Server /// public class ServerTextCHS { public WebTextCHS Web { get; } = new(); public ServerInfoTextCHS ServerInfo { get; } = new(); } /// /// path: Word /// public class WordTextCHS { public string Rank => "星魂"; public string Avatar => "角色"; public string Material => "材料"; public string Pet => "宠物"; public string Relic => "遗器"; public string Equipment => "光锥"; public string Talent => "行迹"; public string Banner => "卡池"; public string VideoKeys => "游戏CG密钥"; public string Activity => "活动"; 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 => "语言"; public string Log => "日志"; public string GameData => "游戏数据"; public string Database => "数据库"; public string Command => "命令"; public string WebServer => "Web服务器"; public string Plugin => "插件"; public string Handler => "包处理器"; public string Dispatch => "全局分发"; public string Game => "游戏"; public string Handbook => "手册"; public string NotFound => "未找到"; public string Error => "错误"; public string FloorInfo => "区域文件"; public string FloorGroupInfo => "区域组文件"; public string FloorMissingResult => "传送与世界生成"; public string FloorGroupMissingResult => "传送、怪物战斗与世界生成"; public string Mission => "任务"; public string MissionInfo => "任务文件"; public string SubMission => "子任务"; public string SubMissionInfo => "子任务文件"; public string MazeSkill => "角色秘技"; public string MazeSkillInfo => "角色秘技文件"; public string Dialogue => "模拟宇宙事件"; public string DialogueInfo => "模拟宇宙事件文件"; public string Performance => "剧情操作"; public string PerformanceInfo => "剧情操作文件"; public string RogueChestMap => "模拟宇宙地图"; public string RogueChestMapInfo => "模拟宇宙地图文件"; public string ChessRogueRoom => "模拟宇宙DLC"; public string ChessRogueRoomInfo => "模拟宇宙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 => "差分宇宙房间文件"; public string TypesOfRogue => "类型的模拟宇宙"; public string RogueMagicRoom => "不可知域"; public string RogueMagicRoomInfo => "不可知域房间文件"; 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 => "数据库账号"; public string Tutorial => "教程"; } #endregion #region Layer 2 #region GameText /// /// path: Game.Command /// public class CommandTextCHS { public NoticeTextCHS Notice { get; } = new(); public HeroTextCHS Hero { get; } = new(); public AvatarTextCHS Avatar { get; } = new(); public GiveTextCHS Give { get; } = new(); public GiveAllTextCHS GiveAll { get; } = new(); public LineupTextCHS Lineup { get; } = new(); public HelpTextCHS Help { get; } = new(); public KickTextCHS Kick { get; } = new(); public MissionTextCHS Mission { get; } = new(); public RelicTextCHS Relic { get; } = new(); public ReloadTextCHS Reload { get; } = new(); public RogueTextCHS Rogue { get; } = new(); public SceneTextCHS Scene { get; } = new(); public UnlockAllTextCHS UnlockAll { get; } = new(); public MailTextCHS Mail { get; } = new(); public RaidTextCHS Raid { get; } = new(); public AccountTextCHS Account { get; } = new(); public UnstuckTextCHS Unstuck { get; } = new(); public SetlevelTextCHS Setlevel { get; } = new(); } #endregion #region ServerText /// /// path: Server.Web /// public class WebTextCHS { public string Maintain => "服务器正在维修,请稍后尝试。"; } /// /// path: Server.ServerInfo /// public class ServerInfoTextCHS { public string Shutdown => "关闭中…"; public string CancelKeyPressed => "已按下取消键 (Ctrl + C),服务器即将关闭…"; public string StartingServer => "正在启动 DanhengServer…"; public string LoadingItem => "正在加载 {0}…"; public string RegisterItem => "注册了 {0} 个 {1}。"; public string FailedToLoadItem => "加载 {0} 失败。"; public string NewClientSecretKey => "客户端密钥不存在,正在生成新的客户端密钥。"; public string FailedToInitializeItem => "初始化 {0} 失败。"; public string FailedToReadItem => "读取 {0} 失败,文件{1}"; public string GeneratedItem => "已生成 {0}。"; public string LoadedItem => "已加载 {0}。"; public string LoadedItems => "已加载 {0} 个 {1}。"; public string ServerRunning => "{0} 服务器正在监听 {1}"; public string ServerStarted => "启动完成!用时 {0}s,击败了99%的用户,输入 ‘help’ 来获取命令帮助"; // 玩梗,考虑英语版本将其本土化 public string MissionEnabled => "任务系统已启用,此功能仍在开发中,且可能不会按预期工作,如果遇见任何bug,请汇报给开发者。"; public string ConfigMissing => "{0} 缺失,请检查你的资源文件夹:{1},{2} 可能不能使用。"; public string UnloadedItems => "卸载了所有 {0}。"; public string SaveDatabase => "已保存数据库,用时 {0}s"; public string WaitForAllDone => "现在还不可以进入游戏,请等待所有项目加载完成后再试"; public string UnhandledException => "发生未经处理的异常:{0}"; } #endregion #endregion #region Layer 3 #region CommandText /// /// path: Game.Command.Notice /// public class NoticeTextCHS { public string PlayerNotFound => "未找到玩家!"; public string InvalidArguments => "无效的参数!"; public string NoPermission => "你没有权限这么做!"; public string CommandNotFound => "未找到命令! 输入 '/help' 来获取帮助"; public string TargetOffline => "目标 {0}({1}) 离线了!清除当前目标"; public string TargetFound => "找到目标 {0}({1}),下一次命令将默认对其执行"; public string TargetNotFound => "未找到目标 {0}!"; public string InternalError => "在处理命令时发生了内部错误!"; } /// /// path: Game.Command.Hero /// public class HeroTextCHS { public string Desc => "切换主角的性别/形态\n当切换性别时,genderId为1代表男性,2代表女性\n当切换形态时,8001代表毁灭命途,8003代表存护命途,8005代表同谐命途。\n注意,切换性别时会清空所有可选命途以及行迹,为不可逆操作!"; public string Usage => "用法:/hero gender [genderId]\n\n用法:/hero type [typeId]"; public string GenderNotSpecified => "性别不存在!"; public string HeroTypeNotSpecified => "主角类型不存在!"; public string GenderChanged => "性别已更改!"; public string HeroTypeChanged => "主角类型已更改!"; } /// /// path: Game.Command.UnlockAll /// public class UnlockAllTextCHS { public string Desc => "解锁所有在类别内的对象\n" + "使用 /unlockall mission 以完成所有任务,使用后会被踢出,重新登录后可能会被教程卡住,请谨慎使用\n" + "使用 /unlockall tutorial 以解锁所有教程,使用后会被踢出,用于部分界面卡住无法行动的情况\n" + "使用 /unlockall rogue 以解锁所有类型模拟宇宙,使用后会被踢出,建议与 /unlockall tutorial 搭配使用以获取更好效果"; public string Usage => "用法:/unlockall [mission/tutorial/rogue]"; public string UnlockedAll => "已解锁/完成所有{0}!"; } /// /// path: Game.Command.Avatar /// public class AvatarTextCHS { public string Desc => "设定玩家已有角色的属性\n设置行迹等级时,设置X级即设置所有行迹节点至X级,若大于此节点允许的最高等级,设置为最高等级\n注意:-1意为所有已拥有角色"; public string Usage => "用法:/avatar talent [角色ID/-1] [行迹等级]\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] [角色等级]"; public string InvalidLevel => "{0}等级无效"; public string AllAvatarsLevelSet => "已将全部角色 {0}等级设置为 {1}"; public string AvatarLevelSet => "已将 {0} 角色 {1}等级设置为 {2}"; public string AvatarNotFound => "角色不存在!"; public string AvatarGet => "获取到角色 {0}!"; public string AvatarFailedGet => "获取角色 {0} 失败!"; } /// /// path: Game.Command.Give /// public class GiveTextCHS { public string Desc => "给予玩家物品,此处可输入角色ID,但无法设置行迹、等级及星魂"; public string Usage => "用法:/give <物品ID> l<等级> x<数量> r<叠影>"; public string ItemNotFound => "未找到物品!"; public string GiveItem => "给予 @{0} {1} 个物品 {2}"; } /// /// path: Game.Command.GiveAll /// public class GiveAllTextCHS { public string Desc => "给予玩家全部指定类型的物品\navatar意为角色,equipment意为光锥,relic意为遗器,unlock意为气泡、手机壁纸、头像"; public string Usage => "用法:/giveall avatar r<星魂> l<等级>\n\n用法:/giveall equipment r<叠影> l<等级> x<数量>\n\n用法:/giveall relic l<等级> x<数量>\n\n用法:/giveall unlock"; public string GiveAllItems => "已给予所有 {0}, 各 {1} 个"; } /// /// path: Game.Command.Lineup /// public class LineupTextCHS { public string Desc => "管理玩家的队伍\n秘技点一次性只能获得两个"; public string Usage => "用法:/lineup mp [秘技点数量]\n\n用法:/lineup heal"; public string PlayerGainedMp => "玩家已获得 {0} 秘技点"; public string HealedAllAvatars => "成功治愈当前队伍中的所有角色"; } /// /// path: Game.Command.Help /// public class HelpTextCHS { public string Desc => "显示帮助信息"; public string Usage => "用法:/help\n\n用法:/help [命令]"; public string Commands => "命令:"; public string CommandPermission => "所需权限: "; public string CommandAlias => "命令别名:"; } /// /// path: Game.Command.Kick /// public class KickTextCHS { 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 MissionTextCHS { public string Desc => "管理玩家的任务\n" + "使用 pass 完成当前正在进行的所有任务,此命令易造成严重卡顿,请尽量使用 /mission finish 替代\n" + "使用 running 获取正在进行的任务以及可能卡住的任务,使用后可能会出现较长任务列表,请注意甄别\n" + "使用 reaccept 可重新进行指定主任务,请浏览 handbook 来获取主任务ID"; public string Usage => "用法:/mission pass\n\n用法:/mission finish [子任务ID]\n\n用法:/mission running\n\n用法:/mission reaccept [主任务ID]"; public string AllMissionsFinished => "所有任务已完成!"; public string AllRunningMissionsFinished => "共 {0} 个进行中的任务已完成!"; public string MissionFinished => "任务 {0} 已完成!"; public string InvalidMissionId => "无效的任务ID!"; public string NoRunningMissions => "没有正在进行的任务!"; public string RunningMissions => "正在进行的任务:"; public string PossibleStuckMissions => "可能卡住的任务:"; public string MainMission => "主任务"; public string MissionReAccepted => "重新接受任务 {0}!"; } /// /// path: Game.Command.Relic /// public class RelicTextCHS { public string Desc => "管理玩家的遗器\n主词条可选,副词条可选,但至少存在其中之一\n等级限制:1≤等级≤9999"; public string Usage => "用法:/relic <遗器ID> <主词条ID> <小词条ID1:小词条等级> <小词条ID2:小词条等级> <小词条ID3:小词条等级> <小词条ID4:小词条等级> l<等级> x<数量>"; public string RelicNotFound => "遗器不存在!"; public string InvalidMainAffixId => "主词条ID无效"; public string InvalidSubAffixId => "副词条ID无效"; public string RelicGiven => "给予玩家 @{0} {1} 个遗器 {2}, 主词条 {3}"; } /// /// path: Game.Command.Reload /// public class ReloadTextCHS { public string Desc => "重新加载指定的配置\n配置名:banner - 卡池, activity - 活动"; public string Usage => "用法:/reload <配置名>"; public string ConfigReloaded => "配置 {0} 已重新加载!"; } /// /// path: Game.Command.Rogue /// public class RogueTextCHS { public string Desc => "管理玩家模拟宇宙中的数据\n-1意为所有祝福(已拥有祝福)\n使用 buff 来获取祝福\n使用 enhance 来强化祝福"; public string Usage => "用法:/rogue money [宇宙碎片数量]\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 - 脱离事件"; public string PlayerGainedMoney => "玩家已获得 {0} 宇宙碎片"; public string PlayerGainedAllItems => "玩家已获得所有{0}"; public string PlayerGainedItem => "玩家已获得{0} {1}"; public string PlayerEnhancedBuff => "玩家已强化祝福 {0}"; public string PlayerEnhancedAllBuffs => "玩家已强化所有祝福"; public string PlayerUnstuck => "玩家已脱离事件"; public string NotFoundItem => "未找到 {0}!"; public string PlayerNotInRogue => "玩家不在模拟宇宙中!"; } /// /// path: Game.Command.Scene /// public class SceneTextCHS { public string Desc => "管理玩家场景\n" + "提示:此组大多为调试使用,使用命令前,请确保你清楚你在做什么!\n" + "使用 prop 来设置道具状态,在Common/Enums/Scene/PropStateEnum.cs获取状态列表\n" + "使用 unlockall 来解锁场景内所有道具(即将所有能设置为open状态的道具设置为open状态),此命令有较大可能会导致游戏加载卡条约90%,使用 /scene reset 来解决问题\n" + "使用 change 来进入指定场景,要获取EntryId,请访问 Resources/MapEntrance.json\n" + "使用 reload 来重新加载当前场景,并回到初始位置\n" + "使用 reset 来重置指定场景所有道具状态,要获取当前FloorId,请使用 /scene cur"; public string Usage => "用法:/scene prop [组ID] [道具ID] [状态]\n\n用法:/scene remove [实体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 => "已加载组: {0}"; public string PropStateChanged => "道具: {0} 的状态已设置为 {1}"; public string PropNotFound => "未找到道具!"; public string EntityRemoved => "实体 {0} 已被移除"; public string EntityNotFound => "未找到实体!"; public string AllPropsUnlocked => "所有道具已解锁!"; public string SceneChanged => "已进入场景 {0}"; public string SceneReloaded => "场景已重新加载!"; public string SceneReset => "已重置场景 {0} 中所有道具状态!"; public string CurrentScene => "当前场景Entry Id: {0}, Plane Id: {1}, Floor Id: {2}"; } /// /// path: Game.Command.Mail /// public class MailTextCHS { public string Desc => "管理玩家的邮件"; public string Usage => "用法:/mail [发送名称] [模板ID] [过期天数] _TITLE [标题] _CONTENT [内容]"; public string MailSent => "邮件已发送!"; public string MailSentWithAttachment => "带附件的邮件已发送!"; } /// /// path: Game.Command.Raid /// public class RaidTextCHS { public string Desc => "管理玩家的任务临时场景"; public string Usage => "用法:/raid leave - 离开临时场景"; public string Leaved => "已离开临时场景!"; } /// /// path: Game.Command.Account /// public class AccountTextCHS { public string Desc => "创建账号\n注意:此命令未经测试,请谨慎使用!"; public string Usage => "用法:/account create <用户名>"; public string InvalidUid => "无效UID参数!"; public string CreateError => "出现内部错误 {0} "; public string CreateSuccess => "新账号 {0} 创建成功!"; public string DuplicateAccount => "账号 {0} 已存在!"; public string DuplicateUID => "UID {0} 已存在!"; public string DataError => "新账号获取失败! {0}!"; } /// /// path: Game.Command.Unstuck /// public class UnstuckTextCHS { public string Desc => "将玩家传送回默认场景"; public string Usage => "用法:/unstuck "; public string UnstuckSuccess => "已成功将该玩家传送回默认场景"; public string UidNotExist => "该UID不存在!"; public string PlayerIsOnline => "该玩家目前在线上!"; } /// /// path: Game.Command.Setlevel /// public class SetlevelTextCHS { public string Desc => "设定玩家等级"; public string Usage => "用法:/setlevel <等级>"; public string SetlevelSuccess => "等级设定成功!"; } #endregion #endregion