Files
DanhengServer-OpenSource/Common/Internationalization/Message/LanguageCHS.cs
2025-12-14 12:48:18 +08:00

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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
/// <summary>
/// path: Game
/// </summary>
public class GameTextCHS
{
public CommandTextCHS Command { get; } = new();
}
/// <summary>
/// path: Server
/// </summary>
public class ServerTextCHS
{
public WebTextCHS Web { get; } = new();
public ServerInfoTextCHS ServerInfo { get; } = new();
}
/// <summary>
/// path: Word
/// </summary>
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 Cache => "资源缓存";
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
/// <summary>
/// path: Game.Command
/// </summary>
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();
public GridTextCHS Grid { get; } = new();
}
#endregion
#region ServerText
/// <summary>
/// path: Server.Web
/// </summary>
public class WebTextCHS
{
public string Maintain => "服务器正在维修,请稍后尝试。";
}
/// <summary>
/// path: Server.ServerInfo
/// </summary>
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 CurrentVersion => "当前服务端支持的版本: {0}";
public string LoadingItem => "正在加载 {0}…";
public string GeneratingItem => "正在生成 {0}…";
public string WaitingItem => "正在等待进程 {0} 完成…";
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 CacheLoadSkip => "已跳过缓存加载。";
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
/// <summary>
/// path: Game.Command.Notice
/// </summary>
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!";
}
/// <summary>
/// path: Game.Command.Hero
/// </summary>
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!";
}
/// <summary>
/// path: Game.Command.UnlockAll
/// </summary>
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}!";
}
/// <summary>
/// path: Game.Command.Avatar
/// </summary>
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!";
}
/// <summary>
/// path: Game.Command.Give
/// </summary>
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}";
}
/// <summary>
/// path: Game.Command.GiveAll
/// </summary>
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train意为开拓者房间内容pet意为宠物path意为多命途角色命途";
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\n\n" +
"用法:/giveall train\n\n" +
"用法:/giveall pet\n\n" +
"用法:/giveall path";
public string GiveAllItems => "已给予所有 {0}, 各 {1} 个";
}
/// <summary>
/// path: Game.Command.Lineup
/// </summary>
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";
}
/// <summary>
/// path: Game.Command.Help
/// </summary>
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:";
}
/// <summary>
/// path: Game.Command.Kick
/// </summary>
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!";
}
/// <summary>
/// path: Game.Command.Mission
/// </summary>
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 finish [子任务ID] 完成指定子任务,请浏览 handbook 来获取子任务ID\n" +
"使用 finishmain [主任务ID] 完成指定主任务,请浏览 handbook 来获取主任务ID\n" +
"使用 running <-all> 获取正在追踪的任务,增加'-all'则显示所有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 [主任务ID] 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 <-all>\n\n用法/mission reaccept [主任务ID]\n\n用法/mission finishmain [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}!";
}
/// <summary>
/// path: Game.Command.Relic
/// </summary>
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}";
}
/// <summary>
/// path: Game.Command.Reload
/// </summary>
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!";
}
/// <summary>
/// path: Game.Command.Rogue
/// </summary>
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!";
}
/// <summary>
/// path: Game.Command.Scene
/// </summary>
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 <floorId> 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 <floorId>";
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}";
}
/// <summary>
/// path: Game.Command.Mail
/// </summary>
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!";
}
/// <summary>
/// path: Game.Command.Raid
/// </summary>
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!";
}
/// <summary>
/// path: Game.Command.Account
/// </summary>
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}!";
}
/// <summary>
/// path: Game.Command.Unstuck
/// </summary>
public class UnstuckTextCHS
{
public string Desc => "将玩家传送回默认场景";
public string Usage => "用法:/unstuck [UID]";
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!";
}
/// <summary>
/// path: Game.Command.Setlevel
/// </summary>
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!";
}
/// <summary>
/// path: Game.Command.Grid
/// </summary>
public class GridTextCHS
{
public string Desc => "管理货币战争内容,注意,此部分内容尚未完善,若有问题请及时反馈。\n此命令不一定会检查ID是否存在若无效果请检查参数是否正确";
public string Usage => "用法:/grid gold [金币数量]\n\n" +
"用法:/grid role [角色ID] [角色星级]\n\n" +
"用法:/grid equip [装备ID]\n\n" +
"用法:/grid consumable [消耗品ID]\n\n" +
"用法:/grid orb [晶矿ID]";
public string NotInGame => "不在货币战争中!";
public string InvalidRole => "角色ID或星级不存在";
public string AddedRole => "已添加角色。";
public string UpdateGold => "获得 {0} 个金币。";
public string AddEquipment => "已添加 {0} 装备。";
public string AddOrb => "已添加 {0} 晶矿。";
public string AddConsumable => "已添加 {0} 消耗品。";
public string EnterSection => "进入 {0}-{1}。";
}
#endregion
#endregion