Files
DanhengServer-OpenSource/Common/Internationalization/Message/LanguageEN.cs
2024-07-06 00:19:33 +08:00

299 lines
12 KiB
C#

// NOTICE:
// THIS FILE IS GENERATED BY ChatGPT
// THERES MANY ERRORS IN THIS FILE
namespace EggLink.DanhengServer.Internationalization.Message
{
#region Root
public class LanguageEN
{
public GameTextEN Game { get; } = new();
public ServerTextEN Server { get; } = new();
public WordTextEN Word { get; } = new(); // a placeholder for the actual word text
}
#endregion
#region Layer 1
/// <summary>
/// path: Game
/// </summary>
public class GameTextEN
{
public CommandTextEN Command { get; } = new();
}
/// <summary>
/// path: Server
/// </summary>
public class ServerTextEN
{
public WebTextEN Web { get; } = new();
}
/// <summary>
/// path: Word
/// </summary>
public class WordTextEN
{
public string Rank { get; } = "Rank";
public string Avatar { get; } = "Avatar";
public string Material { get; } = "Material";
public string Relic { get; } = "Relic";
public string Equipment { get; } = "Light Cone";
public string Talent { get; } = "Talent";
public string Banner { get; } = "Gacha";
public string Activity { get; } = "Activity";
public string Buff { get; } = "Blessing";
public string Miracle { get; } = "Curio";
public string Unlock { get; } = "Luxury";
}
#endregion
#region Layer 2
#region GameText
/// <summary>
/// path: Game.Command
/// </summary>
public class CommandTextEN
{
public NoticeTextEN Notice { get; } = new();
public HeroTextEN Hero { get; } = new();
public AvatarTextEN Avatar { get; } = new();
public GiveTextEN Give { get; } = new();
public GiveAllTextEN GiveAll { get; } = new();
public LineupTextEN Lineup { get; } = new();
public HelpTextEN Help { get; } = new();
public KickTextEN Kick { get; } = new();
public MissionTextEN Mission { get; } = new();
public RelicTextEN Relic { get; } = new();
public ReloadTextEN Reload { get; } = new();
public RogueTextEN Rogue { get; } = new();
public SceneTextEN Scene { get; } = new();
public UnlockAllTextEN UnlockAll { get; } = new();
public MailTextEN Mail { get; } = new();
}
#endregion
#region ServerTextEN
/// <summary>
/// path: Server.Web
/// </summary>
public class WebTextEN
{
}
#endregion
#endregion
#region Layer 3
#region CommandText
/// <summary>
/// path: Game.Command.Notice
/// </summary>
public class NoticeTextEN
{
public string PlayerNotFound { get; } = "Player not found!";
public string InvalidArguments { get; } = "Invalid arguments!";
public string NoPermission { get; } = "You do not have permission to do this!";
public string CommandNotFound { get; } = "Command not found! Type '/help' to get help.";
public string TargetNotFound { get; } = "Target {0} not found!";
public string TargetOffline { get; } = "Target {0}({1}) is offline! Clear the target.";
public string TargetFound { get; } = "Online player {0}({1}) is found, the next command will target it by default.";
public string InternalError { get; } = "An error occurred while executing the command!";
}
/// <summary>
/// path: Game.Command.Hero
/// </summary>
public class HeroTextEN
{
public string Desc { get; } = "Switch the gender/type of the main character";
public string Usage { get; } = "/hero <gender [1/2 - 1 for male, 2 for female]>/<type [8001/8003/8005 - corresponding to Destruction, Preservation, Harmony]>";
public string GenderNotSpecified { get; } = "Gender does not exist!";
public string HeroTypeNotSpecified { get; } = "Main character type does not exist!";
public string GenderChanged { get; } = "Gender has been changed!";
public string HeroTypeChanged { get; } = "Main character type has been changed!";
}
/// <summary>
/// path: Game.Command.UnlockAll
/// </summary>
public class UnlockAllTextEN
{
public string Desc { get; } = "Unlock all objects in the category";
public string Usage { get; } = "/unlockall <mission - mission for tasks>";
public string AllMissionsUnlocked { get; } = "All tasks have been unlocked!";
}
/// <summary>
/// path: Game.Command.Avatar
/// </summary>
public class AvatarTextEN
{
public string Desc { get; } = "Set the properties of the player's existing characters";
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]>";
public string InvalidLevel { get; } = "Invalid {0} level";
public string AllAvatarsLevelSet { get; } = "Set all characters' {0} level to {1}";
public string AvatarLevelSet { get; } = "Set character {0}'s {1} level to {2}";
public string AvatarNotFound { get; } = "Character does not exist!";
public string AvatarGet { get; } = "Obtained character {0}!";
public string AvatarFailedGet { get; } = "Failed to obtain character {0}!";
}
/// <summary>
/// path: Game.Command.Give
/// </summary>
public class GiveTextEN
{
public string Desc { get; } = "Give player items";
public string Usage { get; } = "/give <item ID> l<level> x<quantity> r<stack>";
public string ItemNotFound { get; } = "Item not found!";
public string GiveItem { get; } = "Gave @{0} {1} item(s) {2}";
}
/// <summary>
/// path: Game.Command.GiveAll
/// </summary>
public class GiveAllTextEN
{
public string Desc { get; } = "Give the player all specified types of items";
public string Usage { get; } = "/giveall <avatar - character/equipment - light cone/relic - relic/unlock - luxury item> r<stack> l<level> x<quantity>";
public string GiveAllItems { get; } = "Gave all {0}, each {1} items";
}
/// <summary>
/// path: Game.Command.Lineup
/// </summary>
public class LineupTextEN
{
public string Desc { get; } = "Manage player's lineup";
public string Usage { get; } = "/lineup <mp [number of skill points - up to two]>/<heal - heal>";
public string PlayerGainedMp { get; } = "Player gained {0} skill points";
public string HealedAllAvatars { get; } = "Successfully healed all characters in the current lineup";
}
/// <summary>
/// path: Game.Command.Help
/// </summary>
public class HelpTextEN
{
public string Desc { get; } = "Show help information";
public string Usage { get; } = "/help";
public string Commands { get; } = "Commands:";
public string CommandUsage { get; } = "Usage: ";
}
/// <summary>
/// path: Game.Command.Kick
/// </summary>
public class KickTextEN
{
public string Desc { get; } = "Kick out player";
public string Usage { get; } = "/kick";
public string PlayerKicked { get; } = "Player {0} has been kicked out!";
}
/// <summary>
/// path: Game.Command.Mission
/// </summary>
public class MissionTextEN
{
public string Desc { get; } = "Manage player's tasks";
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>";
public string AllMissionsFinished { get; } = "All tasks have been completed!";
public string AllRunningMissionsFinished { get; } = "A total of {0} ongoing tasks have been completed!";
public string MissionFinished { get; } = "Task {0} has been completed!";
public string InvalidMissionId { get; } = "Invalid task ID!";
public string NoRunningMissions { get; } = "No ongoing tasks!";
public string RunningMissions { get; } = "Ongoing tasks:";
public string PossibleStuckMissions { get; } = "Possibly stuck tasks:";
public string MainMission { get; } = "Main task";
public string MissionReAccepted { get; } = "Reaccepted task {0}!";
}
/// <summary>
/// path: Game.Command.Relic
/// </summary>
public class RelicTextEN
{
public string Desc { get; } = "Manage player's relics";
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>";
public string RelicNotFound { get; } = "Relic does not exist!";
public string InvalidMainAffixId { get; } = "Invalid main affix ID";
public string InvalidSubAffixId { get; } = "Invalid sub affix ID";
public string RelicGiven { get; } = "Gave player @{0} {1} relic(s) {2}, main affix {3}";
}
/// <summary>
/// path: Game.Command.Reload
/// </summary>
public class ReloadTextEN
{
public string Desc { get; } = "Reload specified configuration";
public string Usage { get; } = "/reload <config name>(banner - gacha, activity - event)";
public string ConfigReloaded { get; } = "Configuration {0} has been reloaded!";
}
/// <summary>
/// path: Game.Command.Rogue
/// </summary>
public class RogueTextEN
{
public string Desc { get; } = "Manage player's data in the simulated universe";
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>";
public string PlayerGainedMoney { get; } = "Player gained {0} cosmic fragments";
public string PlayerGainedAllItems { get; } = "Player gained all {0}";
public string PlayerGainedItem { get; } = "Player gained {0} {1}";
public string PlayerEnhancedBuff { get; } = "Player enhanced blessing {0}";
public string PlayerEnhancedAllBuffs { get; } = "Player enhanced all blessings";
public string PlayerUnstuck { get; } = "Player unstuck from event";
public string NotFoundItem { get; } = "{0} not found!";
}
/// <summary>
/// path: Game.Command.Scene
/// </summary>
public class SceneTextEN
{
public string Desc { get; } = "Manage player's scenes";
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>";
public string LoadedGroups { get; } = "Loaded groups: {0}";
public string PropStateChanged { get; } = "Prop: {0} state set to {1}";
public string PropNotFound { get; } = "Prop not found!";
public string EntityRemoved { get; } = "Entity {0} has been removed";
public string EntityNotFound { get; } = "Entity not found!";
public string AllPropsUnlocked { get; } = "All props have been unlocked!";
public string SceneChanged { get; } = "Entered scene {0}";
public string SceneReloaded { get; } = "Scene has been reloaded!";
}
/// <summary>
/// path: Game.Command.Mail
/// </summary>
public class MailTextEN
{
public string Desc { get; } = "Manage player's mails";
public string Usage { get; } = "/mail <send [Sender Name] [Title] [Content] [Template ID] [Expire Days] - 發送郵件>/<send [Sender] [Title] [Content] [Template ID] [Expire Days] [Attachments] - 發送帶附件的郵件>";
public string MailSent { get; } = "Mail has been sent!";
public string MailSentWithAttachment { get; } = "Mail with attachments has been sent!";
}
#endregion
#endregion
}