namespace KianaBH.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 Activity => "活动"; public string CdKey => "兑换码"; public string VideoKey => "过场动画密钥"; public string Buff => "祝福"; public string Miracle => "奇物"; public string Unlock => "奢侈品"; public string TrainParty => "派对车厢"; // 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 CustomData => "自定义数据"; public string Database => "数据库"; public string Command => "命令"; public string SSL => "SSL"; public string Ec2b => "Ec2b"; public string SdkServer => "Web服务器"; 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 RogueMapGen => "RogueMapGen文件"; public string RogueMiracleGroup => "RogueMiracleGroup文件"; public string RogueMiracleEffectGen => "RogueMiracleEffectGen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 GenderTextCHS Gender { get; } = new(); public AvatarTextCHS Avatar { get; } = new(); public AnnounceTextCHS Announce { get; } = new(); public BanTextCHS Ban { 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 PermissionTextCHS Permission { 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 KianaBH"; public string CurrentVersion => "当前服务端支持的版本: {0}"; public string InvalidVersion => "当前为不受支持的游戏版本 {0}\n请更新游戏到 {1}"; 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 KeyStoreError => "SSL证书不存在, 已关闭SSL功能。"; 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 /// /// 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: {0}!"; } /// /// path: Game.Command.Gender /// public class GenderTextCHS { public string Desc => "切换主角的性别"; public string Usage => "用法: /gender [man/woman]"; public string GenderNotSpecified => "性别不存在!"; public string GenderChanged => "性别已更改!"; } /// /// 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, -1为所有已拥有角色"; public string Usage => "用法: /avatar talent [角色ID/-1] [行迹等级]\n" + "用法: /avatar rank [角色ID/-1] [星魂]\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!"; } /// /// path: Game.Command.Give /// public class GiveTextCHS { public string Desc => "给予玩家物品"; 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 => "已给予 {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"; public string Usage => "用法: /giveall avatar r[星魂] l[等级]\n" + "用法: /giveall material x[数量]\n" + "用法: /giveall equipment r[叠影] l[等级] x[数量]\n" + "用法: /giveall relic x[数量]\n" + "用法: /giveall unlock\n" + "用法: /giveall train\n" + "用法: /giveall path"; public string GiveAllItems => "已给予所有 {0}, 各 {1} 个."; } /// /// path: Game.Command.Lineup /// public class LineupTextCHS { public string Desc => "管理玩家的队伍信息"; public string Usage => "用法: /lineup mp\n" + "用法: /lineup sp\n" + "用法: /lineup heal"; public string GainedMp => "成功恢复秘技点!"; public string GainedSp => "成功恢复能量!"; 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" + "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 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" + "用法: /mission finish [子任务ID]\n" + "用法: /mission running [-all]\n" + "用法: /mission reaccept [主任务ID]\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}."; } /// /// path: Game.Command.Relic /// public class RelicTextCHS { public string Desc => "管理玩家的遗器, 等级限制: 1 ≤ 等级 ≤ 9999"; public string Usage => "用法: /relic [遗器ID] [主词条ID] [ID1:等级] [ID2: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}."; } /// /// path: Game.Command.Reload /// public class ReloadTextCHS { public string Desc => "重新加载指定的配置"; public string Usage => "用法: /reload [banner/activity]"; public string ConfigReloaded => "配置 {0} 已重新加载!"; } /// /// path: Game.Command.Rogue /// public class RogueTextCHS { public string Desc => "管理模拟宇宙数据, -1意为所有已拥有祝福, buff获取祝福, enhance强化祝福"; public string Usage => "用法: /rogue money [宇宙碎片数量]\n" + "用法: /rogue buff [祝福ID/-1]\n" + "用法: /rogue miracle [奇物ID]\n" + "用法: /rogue enhance [祝福ID/-1]\n" + "用法: /rogue unstuck - 脱离事件"; public string PlayerGainedMoney => "已获得 {0} 宇宙碎片."; public string PlayerGainedAllItems => "已获得所有{0}."; public string PlayerGainedItem => "已获得{0} {1}."; public string PlayerEnhancedBuff => "已强化祝福 {0}."; public string PlayerEnhancedAllBuffs => "已强化所有祝福."; public string PlayerUnstuck => "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" + "使用 PlaneId 默认进入指定场景\n" + "使用 group 来获取组, 使用 prop 来设置道具状态, 在 PropStateEnum 获取状态列表\n" + "使用 unlockall 来解锁场景内所有道具(open状态), 可能导致游戏加载卡条, 使用 /scene reset 解决\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"; public string Usage => "用法: /scene [PlaneId]\n" + "用法: /scene cur\n" + "用法: /scene reload\n" + "用法: /scene group\n" + "用法: /scene unlockall\n" + "用法: /scene reset [PlaneId]" + "用法: /scene prop [组ID] [道具ID] [状态]\n" + "用法: /scene remove [实体ID]\n"; 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 EntryId: {0}, PlaneId: {1}, FloorId: {2}."; } /// /// path: Game.Command.Mail /// public class MailTextCHS { public string Desc => "发送邮件"; public string Usage => "用法: /mail [发送名称] [标题] [内容] [ID1:数量,ID2:数量]"; public string MailSent => "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"; public string Leaved => "已离开临时场景!"; } /// /// path: Game.Command.Account /// public class AccountTextCHS { public string Desc => "管理数据库账号"; public string Usage => "用法: /account create [用户名] [UID] [密码]\n" + "用法: /account delete [UID]"; public string InvalidUid => "UID无效!"; public string InvalidAccount => "账号 {0} 无效!"; public string CreateSuccess => "账号 {0} 创建成功!"; public string DeleteSuccess => "账号 {0} 删除成功!"; } /// /// path: Game.Command.Announce /// public class AnnounceTextCHS { public string Desc => "发送弹窗公告"; public string Usage => "用法: /announce [Text] [Color]"; public string SendSuccess => "发送成功!"; } /// /// path: Game.Command.Ban /// public class BanTextCHS { public string Desc => "封禁或解封用户"; public string Usage => "用法: /ban [add/delete]"; public string BanSuccess => "账号已封禁!"; public string UnBanSuccess => "账号已解封!"; } /// /// 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 [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!"; } /// /// 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!"; } /// /// path: Game.Command.Permission /// public class PermissionTextCHS { public string Desc => "管理玩家权限"; public string Usage => "用法: /permission add [权限]\n" + "用法: /permission remove [权限]\n" + "用法: /permission clean [权限]"; public string InvalidPerm => "权限 {0} 不存在!"; public string Added => "已添加权限 {0} 到玩家 {1}!"; public string Removed => "已移除玩家 {0} 的权限 {1}!"; public string Cleaned => "已清除玩家 {0} 的所有权限!"; } #endregion #endregion