mirror of
https://github.com/EggLinks/DanhengServer-OpenSource.git
synced 2026-01-03 04:36:03 +08:00
370 lines
16 KiB
C#
370 lines
16 KiB
C#
// NOTICE:
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// THIS FILE IS GENERATED BY ChatGPT
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// THERES MANY ERRORS IN THIS FILE
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namespace EggLink.DanhengServer.Internationalization.Message
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{
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#region Root
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public class LanguageEN
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{
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public GameTextEN Game { get; } = new();
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public ServerTextEN Server { get; } = new();
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public WordTextEN 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 GameTextEN
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{
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public CommandTextEN 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 ServerTextEN
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{
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public WebTextEN Web { get; } = new();
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public ServerInfoTextEN 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 WordTextEN
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{
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public string Rank { get; } = "Rank";
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public string Avatar { get; } = "Avatar";
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public string Material { get; } = "Material";
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public string Relic { get; } = "Relic";
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public string Equipment { get; } = "Light Cone";
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public string Talent { get; } = "Talent";
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public string Banner { get; } = "Gacha";
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public string Activity { get; } = "Activity";
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public string Buff { get; } = "Blessing";
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public string Miracle { get; } = "Curio";
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public string Unlock { get; } = "Luxury";
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// server info
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public string Config { get; } = "Config File";
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public string Language { get; } = "Language";
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public string Log { get; } = "Log";
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public string GameData { get; } = "Game Data";
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public string Database { get; } = "Database";
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public string Command { get; } = "Command";
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public string WebServer { get; } = "Web Server";
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public string Plugin { get; } = "Plugin";
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public string Handler { get; } = "Packet Handler";
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public string Dispatch { get; } = "Global Dispatch";
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public string Game { get; } = "Game";
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public string Handbook { get; } = "Handbook";
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public string NotFound { get; } = "Not Found";
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public string Error { get; } = "Error";
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public string FloorInfo { get; } = "Floor Info";
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public string FloorGroupInfo { get; } = "Floor Group Info";
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public string FloorMissingResult { get; } = "Teleportation and World Generation";
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public string FloorGroupMissingResult { get; } = "Teleportation, Monster Battles, and World Generation";
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public string Mission { get; } = "Mission";
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public string MissionInfo { get; } = "Mission Info";
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public string MazeSkill { get; } = "Maze Skill";
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public string MazeSkillInfo { get; } = "Maze Skill Info";
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public string Dialogue { get; } = "Simulated Universe Event";
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public string DialogueInfo { get; } = "Simulated Universe Event Info";
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public string Performance { get; } = "Performance";
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public string PerformanceInfo { get; } = "Performance Info";
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public string RogueChestMap { get; } = "Simulated Universe Map";
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public string RogueChestMapInfo { get; } = "Simulated Universe Map Info";
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public string ChessRogueRoom { get; } = "Simulated Universe DLC";
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public string ChessRogueRoomInfo { get; } = "Simulated Universe DLC Info";
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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 CommandTextEN
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{
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public NoticeTextEN Notice { get; } = new();
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public HeroTextEN Hero { get; } = new();
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public AvatarTextEN Avatar { get; } = new();
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public GiveTextEN Give { get; } = new();
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public GiveAllTextEN GiveAll { get; } = new();
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public LineupTextEN Lineup { get; } = new();
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public HelpTextEN Help { get; } = new();
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public KickTextEN Kick { get; } = new();
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public MissionTextEN Mission { get; } = new();
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public RelicTextEN Relic { get; } = new();
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public ReloadTextEN Reload { get; } = new();
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public RogueTextEN Rogue { get; } = new();
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public SceneTextEN Scene { get; } = new();
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public UnlockAllTextEN UnlockAll { get; } = new();
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public MailTextEN Mail { get; } = new();
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public RaidTextEN Raid { get; } = new();
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}
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#endregion
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#region ServerTextEN
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/// <summary>
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/// path: Server.Web
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/// </summary>
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public class WebTextEN
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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 ServerInfoTextEN
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{
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public string Shutdown { get; } = "Shutting down...";
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public string CancelKeyPressed { get; } = "Cancel key pressed (Ctrl + C), server shutting down...";
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public string StartingServer { get; } = "Starting DanhengServer...";
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public string LoadingItem { get; } = "Loading {0}...";
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public string RegisterItem { get; } = "Registered {0} {1}(s).";
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public string FailedToLoadItem { get; } = "Failed to load {0}.";
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public string FailedToInitializeItem { get; } = "Failed to initialize {0}.";
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public string FailedToReadItem { get; } = "Failed to read {0}, file {1}";
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public string GeneratedItem { get; } = "Generated {0}.";
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public string LoadedItem { get; } = "Loaded {0}.";
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public string LoadedItems { get; } = "Loaded {0} {1}(s).";
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public string ServerRunning { get; } = "{0} server listening on {1}";
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public string ServerStarted { get; } = "Startup complete! Took {0}s, better than 99% of users. Type 'help' for command help"; // This is a meme, consider localizing in English
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public string MissionEnabled { get; } = "Mission system enabled. This feature is still in development and may not work as expected. Please report any bugs to the developers.";
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public string ConfigMissing { get; } = "{0} is missing. Please check your resource folder: {1}, {2} may not be available.";
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public string UnloadedItems { get; } = "Unloaded all {0}.";
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public string SaveDatabase { get; } = "Database saved in {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 NoticeTextEN
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{
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public string PlayerNotFound { get; } = "Player not found!";
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public string InvalidArguments { get; } = "Invalid arguments!";
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public string NoPermission { get; } = "You do not have permission to do this!";
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public string CommandNotFound { get; } = "Command not found! Type '/help' to get help.";
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public string TargetNotFound { get; } = "Target {0} not found!";
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public string TargetOffline { get; } = "Target {0}({1}) is offline! Clear the target.";
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public string TargetFound { get; } = "Online player {0}({1}) is found, the next command will target it by default.";
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public string InternalError { get; } = "An error occurred while executing the command!";
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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 HeroTextEN
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{
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public string Desc { get; } = "Switch the gender/type of the main character";
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public string Usage { get; } = "/hero <gender [1/2 - 1 for male, 2 for female]>/<type [8001/8003/8005 - corresponding to Destruction, Preservation, Harmony]>";
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public string GenderNotSpecified { get; } = "Gender does not exist!";
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public string HeroTypeNotSpecified { get; } = "Main character type does not exist!";
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public string GenderChanged { get; } = "Gender has been changed!";
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public string HeroTypeChanged { get; } = "Main character type has been changed!";
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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 UnlockAllTextEN
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{
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public string Desc { get; } = "Unlock all objects in the category";
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public string Usage { get; } = "/unlockall <mission - mission for tasks>";
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public string AllMissionsUnlocked { get; } = "All tasks have been unlocked!";
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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 AvatarTextEN
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{
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public string Desc { get; } = "Set the properties of the player's existing characters";
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public string Usage { get; } = "/avatar <talent [character ID/-1] [path level] - set path level; character ID -1 means all owned characters>/<get [character ID] - get character>/<rank [character ID/-1] [star soul]>/<level [character ID/-1] [character level]>";
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public string InvalidLevel { get; } = "Invalid {0} level";
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public string AllAvatarsLevelSet { get; } = "Set all characters' {0} level to {1}";
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public string AvatarLevelSet { get; } = "Set character {0}'s {1} level to {2}";
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public string AvatarNotFound { get; } = "Character does not exist!";
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public string AvatarGet { get; } = "Obtained character {0}!";
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public string AvatarFailedGet { get; } = "Failed to obtain character {0}!";
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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 GiveTextEN
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{
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public string Desc { get; } = "Give player items";
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public string Usage { get; } = "/give <item ID> l<level> x<quantity> r<stack>";
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public string ItemNotFound { get; } = "Item not found!";
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public string GiveItem { get; } = "Gave @{0} {1} item(s) {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 GiveAllTextEN
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{
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public string Desc { get; } = "Give the player all specified types of items";
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public string Usage { get; } = "/giveall <avatar - character/equipment - light cone/relic - relic/unlock - luxury item> r<stack> l<level> x<quantity>";
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public string GiveAllItems { get; } = "Gave all {0}, each {1} items";
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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 LineupTextEN
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{
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public string Desc { get; } = "Manage player's lineup";
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public string Usage { get; } = "/lineup <mp [number of skill points - up to two]>/<heal - heal>";
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public string PlayerGainedMp { get; } = "Player gained {0} skill points";
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public string HealedAllAvatars { get; } = "Successfully healed all characters in the current lineup";
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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 HelpTextEN
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{
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public string Desc { get; } = "Show help information";
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public string Usage { get; } = "/help";
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public string Commands { get; } = "Commands:";
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public string CommandUsage { get; } = "Usage: ";
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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 KickTextEN
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{
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public string Desc { get; } = "Kick out player";
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public string Usage { get; } = "/kick";
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public string PlayerKicked { get; } = "Player {0} has been kicked out!";
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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 MissionTextEN
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{
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public string Desc { get; } = "Manage player's tasks";
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public string Usage { get; } = "/mission <unlockall - complete all tasks>/<pass - complete all ongoing tasks>/<finish [subtask ID] - complete specified task>/<running - get ongoing and possibly stuck tasks>/<reaccept [main task ID] - restart specified main task>";
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public string AllMissionsFinished { get; } = "All tasks have been completed!";
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public string AllRunningMissionsFinished { get; } = "A total of {0} ongoing tasks have been completed!";
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public string MissionFinished { get; } = "Task {0} has been completed!";
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public string InvalidMissionId { get; } = "Invalid task ID!";
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public string NoRunningMissions { get; } = "No ongoing tasks!";
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public string RunningMissions { get; } = "Ongoing tasks:";
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public string PossibleStuckMissions { get; } = "Possibly stuck tasks:";
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public string MainMission { get; } = "Main task";
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public string MissionReAccepted { get; } = "Reaccepted task {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 RelicTextEN
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{
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public string Desc { get; } = "Manage player's relics";
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public string Usage { get; } = "/relic <relic ID> <main affix ID> <sub affix ID1:sub affix level> <sub affix ID2:sub affix level> <sub affix ID3:sub affix level> <sub affix ID4:sub affix level> l<level> x<quantity>";
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public string RelicNotFound { get; } = "Relic does not exist!";
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public string InvalidMainAffixId { get; } = "Invalid main affix ID";
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public string InvalidSubAffixId { get; } = "Invalid sub affix ID";
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public string RelicGiven { get; } = "Gave player @{0} {1} relic(s) {2}, main affix {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 ReloadTextEN
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{
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public string Desc { get; } = "Reload specified configuration";
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public string Usage { get; } = "/reload <config name>(banner - gacha, activity - event)";
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public string ConfigReloaded { get; } = "Configuration {0} has been reloaded!";
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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 RogueTextEN
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{
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public string Desc { get; } = "Manage player's data in the simulated universe";
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public string Usage { get; } = "/rogue <money [number of cosmic fragments]>/<buff [blessing ID/-1 (-1 for all blessings)]>/<miracle [curio ID]>/<enhance [blessing ID/-1]>/<unstuck - leave event>";
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public string PlayerGainedMoney { get; } = "Player gained {0} cosmic fragments";
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public string PlayerGainedAllItems { get; } = "Player gained all {0}";
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public string PlayerGainedItem { get; } = "Player gained {0} {1}";
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public string PlayerEnhancedBuff { get; } = "Player enhanced blessing {0}";
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public string PlayerEnhancedAllBuffs { get; } = "Player enhanced all blessings";
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public string PlayerUnstuck { get; } = "Player unstuck from event";
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public string NotFoundItem { get; } = "{0} not found!";
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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 SceneTextEN
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{
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public string Desc { get; } = "Manage player's scenes";
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public string Usage { get; } = "/scene <prop [group ID] [prop ID] [state] - set prop state>/<remove [entity ID] - remove entity>/<unlockall - unlock all props>/<change [scene entrance ID] - enter specified scene>/<reload - re-enter scene>";
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public string LoadedGroups { get; } = "Loaded groups: {0}";
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public string PropStateChanged { get; } = "Prop: {0} state set to {1}";
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public string PropNotFound { get; } = "Prop not found!";
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public string EntityRemoved { get; } = "Entity {0} has been removed";
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public string EntityNotFound { get; } = "Entity not found!";
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public string AllPropsUnlocked { get; } = "All props have been unlocked!";
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public string SceneChanged { get; } = "Entered scene {0}";
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public string SceneReloaded { get; } = "Scene has been reloaded!";
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public string SceneReset { get; } = "The prop state in floor {0} has been reset!";
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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 MailTextEN
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{
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public string Desc { get; } = "Manage player's mails";
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public string Usage { get; } = "/mail <send [Sender Name] [Title] [Content] [Template ID] [Expire Days] - Send Mail>/<send [Sender] [Title] [Content] [Template ID] [Expire Days] [Attachments] - Send Mail with attachment>";
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public string MailSent { get; } = "Mail has been sent!";
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public string MailSentWithAttachment { get; } = "Mail with attachments has been sent!";
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}
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/// <summary>
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/// path: Game.Command.Raid
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/// </summary>
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public class RaidTextEN
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{
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public string Desc { get; } = "Manage player's temporary scene";
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public string Usage { get; } = "/raid <leave - leave temporary scene>";
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public string Leaved { get; } = "Leaved temporary scene!";
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}
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#endregion
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#endregion
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}
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