namespace KianaBH.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 /// /// path: Game /// public class GameTextEN { public CommandTextEN Command { get; } = new(); } /// /// path: Server /// public class ServerTextEN { public WebTextEN Web { get; } = new(); public ServerInfoTextEN ServerInfo { get; } = new(); } /// /// path: Word /// public class WordTextEN { public string Rank => "Rank"; public string Avatar => "Avatar"; public string Material => "Material"; public string Pet => "Pet"; public string Relic => "Relic"; public string Equipment => "Light Cone"; public string Talent => "Talent"; public string Banner => "Gacha"; public string Activity => "Activity"; public string CdKey => "CdKey"; public string VideoKey => "VideoKey"; public string Buff => "Blessing"; public string Miracle => "Curio"; public string Unlock => "Luxury"; public string TrainParty => "TrainParty"; // server info public string Config => "Config File"; public string Language => "Language"; public string Log => "Log"; public string GameData => "Game Data"; public string Cache => "Resource Cache"; public string CustomData => "Custom Data"; public string Database => "Database"; public string Command => "Command"; public string SSL => "SSL"; public string Ec2b => "Ec2b"; public string SdkServer => "Web Server"; public string Handler => "Packet Handler"; public string Dispatch => "Global Dispatch"; public string Game => "Game"; public string Handbook => "Handbook"; public string NotFound => "Not Found"; public string Error => "Error"; public string FloorInfo => "Floor File"; public string FloorGroupInfo => "Floor Group File"; public string FloorMissingResult => "Teleportation and World Generation"; public string FloorGroupMissingResult => "Teleportation, Monster Battles, and World Generation"; public string Mission => "Mission"; public string MissionInfo => "Mission File"; public string SubMission => "Sub Mission"; public string SubMissionInfo => "Sub Mission File"; public string MazeSkill => "Maze Skill"; public string MazeSkillInfo => "Maze Skill File"; public string Dialogue => "Simulated Universe Event"; public string DialogueInfo => "Simulated Universe Event File"; public string Performance => "Performance"; public string PerformanceInfo => "Performance File"; public string RogueChestMap => "Simulated Universe Map"; public string RogueChestMapInfo => "Simulated Universe Map File"; public string ChessRogueRoom => "Simulated Universe DLC"; public string ChessRogueRoomInfo => "Simulated Universe DLC File"; public string SummonUnit => "Summon Unit"; public string SummonUnitInfo => "Summon Unit File"; public string RogueTournRoom => "Divergent Rogue Room"; public string RogueTournRoomInfo => "Divergent Rogue Room File"; public string TypesOfRogue => "types of rogue"; public string RogueMagicRoom => "Unknowable Domain Room"; public string RogueMagicRoomInfo => "Unknowable Domain Room File"; public string RogueDiceSurface => "Dice Surface Effect"; public string RogueDiceSurfaceInfo => "Dice Surface Effect File"; public string AdventureModifier => "AdventureModifier"; public string AdventureModifierInfo => "AdventureModifier File"; public string RogueMapGen => "RogueMapGen File"; public string RogueMiracleGroup => "RogueMiracleGroup File"; public string RogueMiracleEffectGen => "RogueMiracleEffectGen File"; public string DatabaseAccount => "Database Account"; public string Tutorial => "Tutorial"; } #endregion #region Layer 2 #region GameText /// /// path: Game.Command /// public class CommandTextEN { public NoticeTextEN Notice { get; } = new(); public GenderTextEN Gender { get; } = new(); public AvatarTextEN Avatar { get; } = new(); public AnnounceTextEN Announce { get; } = new(); public BanTextEN Ban { 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(); public RaidTextEN Raid { get; } = new(); public AccountTextEN Account { get; } = new(); public UnstuckTextEN Unstuck { get; } = new(); public SetlevelTextEN Setlevel { get; } = new(); public PermissionTextEN Permission { get; } = new(); public RemoveItemTextEN RemoveItem { get; } = new(); public SkipTextEN Skip { get; } = new(); } #endregion #region ServerTextEN /// /// path: Server.Web /// public class WebTextEN { public string Maintain => "The server is undergoing maintenance, please try again later."; } /// /// path: Server.ServerInfo /// public class ServerInfoTextEN { public string Shutdown => "Shutting down..."; public string CancelKeyPressed => "Cancel key pressed (Ctrl + C), server shutting down..."; public string StartingServer => "Starting KianaBH"; public string CurrentVersion => "Server supported versions: {0}"; public string InvalidVersion => "Unsupported game version {0}\nPlease update game to {1}"; public string LoadingItem => "Loading {0}..."; public string GeneratingItem => "Building {0}..."; public string WaitingItem => "Waiting for process {0} to complete..."; public string RegisterItem => "Registered {0} {1}(s)."; public string FailedToLoadItem => "Failed to load {0}."; public string NewClientSecretKey => "Client Secret Key does not exist and a new Client Secret Key is being generated."; public string FailedToInitializeItem => "Failed to initialize {0}."; public string FailedToReadItem => "Failed to read {0}, file {1}"; public string GeneratedItem => "Generated {0}."; public string LoadedItem => "Loaded {0}."; public string LoadedItems => "Loaded {0} {1}(s)."; public string ServerRunning => "{0} server listening on {1}"; public string ServerStarted => "Startup complete! Took {0}s, better than 99% of users. Type 'help' for command help"; // This is a meme, consider localpermissiong in English public string MissionEnabled => "Mission system enabled. This feature is still in development and may not work as expected. Please report any bugs to the developers."; public string KeyStoreError => "The SSL certificate does not exist, SSL functionality has been disabled."; public string CacheLoadSkip => "Skipped cache loading."; public string ConfigMissing => "{0} is missing. Please check your resource folder: {1}, {2} may not be available."; public string UnloadedItems => "Unloaded all {0}."; public string SaveDatabase => "Database saved in {0}s"; public string WaitForAllDone => "You cannot enter the game yet. Please wait for all items to load before trying again"; public string UnhandledException => "An unhandled exception occurred: {0}"; } #endregion #endregion #region Layer 3 #region CommandText /// /// path: Game.Command.Notice /// public class NoticeTextEN { public string PlayerNotFound => "Player tidak ditemukan!"; public string InvalidArguments => "Argumen command ngawur!"; public string NoPermission => "Ga ada akses buat make command ini!"; public string CommandNotFound => "Ga ketemu itu command. Ketik '/help' untuk cek command yang ada."; public string TargetNotFound => "Target {0} tidak ditemukan!"; public string TargetOffline => "Target {0}({1}) lagi offline! Target akan di clear."; public string TargetFound => "Online player {0}({1}) ditemukan, command selanjutnya bakal target dia secara default."; public string InternalError => "Error menjalankan command! {0}"; } /// /// path: Game.Command.Gender /// public class GenderTextEN { public string Desc => "Ganti gender & path"; public string Usage => "Pengunaan: /gender [man/woman] [id path]"; public string GenderNotSpecified => "Gender tidak ditemukan!"; public string GenderChanged => "Gender telah diganti!"; } /// /// path: Game.Command.UnlockAll /// public class UnlockAllTextEN { public string Desc => "Sesuai nama, unlock semuanya." + "'/unlockall mission' buat finish all missions. Nanti bakal di kick setelah jalanin. Ada kemungkinan bakal stuck di tutorial, gunakan dengan hati-hati" + "'/unlockall tutorial' buat unlock all tutorials. Nanti bakal di kick setelah jalanin. Dipakai untuk ketika stuck in some pages\n" + "'/unlockall rogue' buat unlock all rogue types. Nanti bakal di kick setelah jalanin. Pakai bersamaan dengan '/unlockall tutorial' untuk dapatkan performance yg lebih baik"; public string Usage => "Penggunaan: /unlockall [mission/tutorial/rogue]"; public string UnlockedAll => "Unlocked All {0}!"; } /// /// path: Game.Command.Avatar /// public class AvatarTextEN { public string Desc => "Set properti untuk karakter yang dimiliki. Untuk target semua karakter, set Avatar ID ke -1 ya!"; public string Usage => "Penggunaan: /avatar talent [Avatar ID/-1] [Talent Level]\n" + "Penggunaan: /avatar rank [Avatar ID/-1] [Rank]\n" + "Penggunaan: /avatar level [Avatar ID/-1] [Avatar Level]"; public string InvalidLevel => "Invalid {0} level!"; public string AllAvatarsLevelSet => "Semua karakter {0}nya telah di set ke level {1}."; public string AvatarLevelSet => "Karakter {0} {1}nya telah di set ke level {2}"; public string AvatarNotFound => "Karakter tidak ditemukan!"; } /// /// path: Game.Command.Give /// public class GiveTextEN { public string Desc => "Untuk memberi item ke player. Jangan pakai ini untuk relic."; public string Usage => "Penggunaan: /give [item ID] l[level] x[jumlah] r[rank]"; public string ItemNotFound => "Item tidak ditemukan!"; public string GiveItem => "Telah diberi {0} {1} item {2}."; } /// /// path: Game.Command.GiveAll /// public class GiveAllTextEN { public string Desc => "Untuk memberi player semua jenis item."; public string Usage => "Penggunaan: /giveall avatar r[rank] l[level]\n" + "Penggunaan: /giveall material x[jumlah]\n" + "Penggunaan: /giveall equipment r[rank] l[level] x[jumlah]\n" + "Penggunaan: /giveall relic x[jumlah]\n" + "Penggunaan: /giveall unlock\n" + "Penggunaan: /giveall train\n" + "Penggunaan: /giveall path"; public string GiveAllItems => "Telah diberikan semua {0}, masing-masing berjumlah {1}"; } /// /// path: Game.Command.Lineup /// public class LineupTextEN { public string Desc => "Atur properti overworld lineup. Mp = tech point, Sp = energy, heal ya heal."; public string Usage => "Penggunaan: /lineup mp\n" + "Penggunaan: /lineup sp\n" + "Penggunaan: /lineup heal"; public string GainedMp => "Player telah diberikan tech points!"; public string GainedSp => "Player telah diberikan energy!"; public string HealedAllAvatars => "Satu lineup telah di heal!"; } /// /// path: Game.Command.Help /// public class HelpTextEN { public string Desc => "Show help information"; public string Usage => "Penggunaan: /help\n" + "Penggunaan: /help [cmd]"; public string Commands => "Commands: "; public string CommandUsage => "Penggunaan: "; public string CommandPermission => "Level Permission Untuk Akses: "; public string CommandAlias => "Command Alias:"; } /// /// path: Game.Command.Kick /// public class KickTextEN { public string Desc => "Kick out player"; public string Usage => "Penggunaan: /kick"; public string PlayerKicked => "Player {0} telah di kick!"; } /// /// path: Game.Command.Mission /// public class MissionTextEN { public string Desc => "Mengelola misi pemain\n" + "Gunakan 'pass' untuk menyelesaikan semua misi yang sedang berjalan, perintah ini dapat menyebabkan lag yang parah, harap gunakan '/mission finish' sebagai gantinya\n" + "Gunakan 'finish [SubMissionID]' untuk menyelesaikan sub-misi tertentu, silakan cari ID sub-misi di buku panduan\n" + "Gunakan 'finishmain [MainMissionID]' untuk menyelesaikan misi utama tertentu, silakan cari ID misi utama di buku panduan\n" + "Gunakan 'running <-all>' untuk melihat misi yang sedang dilacak, menambahkan '-all' akan menampilkan semua misi yang sedang berjalan dan kemungkinan misi yang macet, setelah digunakan, daftar misi yang lebih panjang mungkin muncul, harap diperhatikan\n" + "Gunakan 'reaccept' untuk menerima kembali misi utama tertentu, silakan cari ID misi utama di buku panduan"; public string Usage => "Penggunaan: /mission pass\n" + "Penggunaan: /mission finish [ID Sub Misi]\n" + "Penggunaan: /mission running\n" + "Penggunaan: /mission reaccept [ID Misi Utama]\n" + "Penggunaan: /mission finishmain [ID Misi Utama]"; public string AllMissionsFinished => "Semua tugas telah diselesaikan!"; public string AllRunningMissionsFinished => "Sebanyak {0} tugas yang sedang berjalan telah diselesaikan!"; public string MissionFinished => "Tugas {0} telah diselesaikan!"; public string InvalidMissionId => "ID tugas tidak valid!"; public string NoRunningMissions => "Tidak ada tugas yang sedang berjalan!"; public string RunningMissions => "Tugas yang sedang berjalan: "; public string PossibleStuckMissions => "Tugas yang kemungkinan macet: "; public string MainMission => "Tugas utama"; public string MissionReAccepted => "Tugas {0} telah diterima kembali!"; } /// /// path: Game.Command.Relic /// public class RelicTextEN { public string Desc => "Mengelola relic pemain, Batas level: 1 ≤ Level ≤ 9999"; public string Usage => "Penggunaan: /relic [ID relic] [ID main affix] [ID sub affix:jumlah roll] l[level] x[jumlah]\n" + "Catatan:\n" + "- 'ID sub affix:jumlah roll' dapat diulang hingga 4 kali.\n" + "- Jika tidak diberikan, sub affix akan dipilih secara acak."; public string RelicNotFound => "Relic tidak ditemukan!"; public string InvalidMainAffixId => "ID main affix tidak valid!"; public string InvalidSubAffixId => "ID sub affix tidak valid!"; public string RelicGiven => "Memberikan kepada pemain @{0} {1} relic {2}, main affix {3}."; } /// /// path: Game.Command.Reload /// public class ReloadTextEN { public string Desc => "Muat ulang konfigurasi yang ditentukan"; public string Usage => "Penggunaan: /reload [banner/activity]"; public string ConfigReloaded => "Konfigurasi {0} telah dimuat ulang!"; } /// /// path: Game.Command.Rogue /// public class RogueTextEN { public string Desc => "Command ini tidak work. Digunakan untuk mengelola data pemain dalam simulated universe, -1 berarti semua blessing, 'buff' untuk mendapatkan blessing, 'enhance' untuk meningkatkan blessing"; public string Usage => "Penggunaan: /rogue money [Jumlah Universe Debris]\n" + "Penggunaan: /rogue buff [ID blessing/-1]\n" + "Penggunaan: /rogue miracle [ID miracle]\n" + "Penggunaan: /rogue enhance [ID blessing/-1]\n" + "Penggunaan: /rogue unstuck - Keluar dari event"; public string PlayerGainedMoney => "Pemain mendapatkan {0} universe debris."; public string PlayerGainedAllItems => "Pemain mendapatkan semua {0}."; public string PlayerGainedItem => "Pemain mendapatkan {0} {1}."; public string PlayerEnhancedBuff => "Pemain meningkatkan blessing {0}."; public string PlayerEnhancedAllBuffs => "Pemain meningkatkan semua blessing."; public string PlayerUnstuck => "Pemain keluar dari event."; public string NotFoundItem => "{0} tidak ditemukan!"; public string PlayerNotInRogue => "Pemain tidak berada dalam simulated universe!"; } /// /// path: Game.Command.Scene /// public class SceneTextEN { public string Desc => "Mengelola scene pemain\n" + "Catatan: Sebagian besar perintah dalam grup ini digunakan untuk debugging. Pastikan Anda memahami apa yang Anda lakukan sebelum menggunakan perintah apa pun.\n" + "Gunakan 'prop' untuk mengatur status sebuah prop. Untuk daftar status, lihat Common/Enums/Scene/PropStateEnum.cs\n" + "Gunakan 'unlockall' untuk membuka semua prop dalam scene (misalnya, mengatur semua prop yang dapat dibuka ke status 'open'). Perintah ini dapat menyebabkan game terhenti di 90% saat memuat. Gunakan '/scene reset ' untuk mengatasi masalah ini.\n" + "Gunakan 'change' untuk memasuki scene tertentu. Untuk EntryId, lihat Resources/MapEntrance.json\n" + "Gunakan 'reload' untuk memuat ulang scene saat ini dan kembali ke posisi awal.\n" + "Gunakan 'reset' untuk mengatur ulang status semua prop dalam scene yang ditentukan. Untuk mengetahui FloorId saat ini, gunakan '/scene cur'."; public string Usage => "Penggunaan: /scene [entry id]\n" + "Penggunaan: /scene cur\n" + "Penggunaan: /scene reload\n" + "Penggunaan: /scene group\n" + "Penggunaan: /scene unlockall\n" + "Penggunaan: /scene reset [floor id]\n" + "Penggunaan: /scene prop [group id] [prop id] [state]\n" + "Penggunaan: /scene remove [entity id]\n"; public string LoadedGroups => "Grup yang dimuat: {0}."; public string PropStateChanged => "Prop: {0} diatur ke status {1}."; public string PropNotFound => "Prop tidak ditemukan!"; public string EntityRemoved => "Entity {0} telah dihapus."; public string EntityNotFound => "Entity tidak ditemukan!"; public string AllPropsUnlocked => "Semua prop telah dibuka!"; public string SceneChanged => "Memasuki scene {0}."; public string SceneReloaded => "Scene telah dimuat ulang!"; public string SceneReset => "Status prop di floor {0} telah direset!"; public string CurrentScene => "Scene saat ini Entry Id: {0}, Plane Id: {1}, Floor Id: {2}."; } /// /// path: Game.Command.Mail /// public class MailTextEN { public string Desc => "Mengelola mail pemain"; public string Usage => "Penggunaan: /mail [namaPengirim] [judul] [isi] [ID1:jumlah,ID2:jumlah]"; public string MailSent => "Surat telah dikirim!"; } /// /// path: Game.Command.Raid /// public class RaidTextEN { public string Desc => "Mengelola scene sementara pemain"; public string Usage => "Penggunaan: /raid leave"; public string Leaved => "Keluar dari scene sementara!"; } /// /// path: Game.Command.Account /// public class AccountTextEN { public string Desc => "Mengelola akun database"; public string Usage => "Penggunaan: /account create [username] [UID] [password]\n" + "Penggunaan: /account delete [UID]"; public string InvalidUid => "Argumen UID tidak valid!"; public string InvalidAccount => "Akun {0} tidak valid!"; public string CreateSuccess => "Akun {0} berhasil dibuat!"; public string DeleteSuccess => "Akun {0} berhasil dihapus!"; } /// /// path: Game.Command.Announce /// public class AnnounceTextEN { public string Desc => "Mengirim pengumuman sistem pusat"; public string Usage => "Penggunaan: /announce [Teks] [Warna]"; public string SendSuccess => "Pengumuman berhasil dikirim!"; } /// /// path: Game.Command.Ban /// public class BanTextEN { public string Desc => "Blokir atau buka blokir pengguna"; public string Usage => "Penggunaan: /ban [add/delete]"; public string BanSuccess => "Akun telah diblokir!"; public string UnBanSuccess => "Akun telah dibuka blokirnya!"; } /// /// path: Game.Command.Unstuck /// public class UnstuckTextEN { public string Desc => "Teleport pemain kembali ke lokasi default"; public string Usage => "Penggunaan: /unstuck [UID]"; public string UnstuckSuccess => "Berhasil memindahkan pemain kembali ke lokasi default."; public string UidNotExist => "UID tidak ditemukan!"; public string PlayerIsOnline => "Pemain sedang online!"; } /// /// path: Game.Command.Setlevel /// public class SetlevelTextEN { public string Desc => "Mengatur level pemain"; public string Usage => "Penggunaan: /setlevel [Level]"; public string SetlevelSuccess => "Berhasil mengatur level pemain!"; } /// /// path: Game.Command.Permission /// public class PermissionTextEN { public string Desc => "Mengelola permission pemain"; public string Usage => "Penggunaan: /permission add [permission]\n" + "Penggunaan: /permission remove [permission]\n" + "Penggunaan: /permission clean [permission]"; public string InvalidPerm => "Permission {0} tidak ditemukan!"; public string Added => "Menambahkan permission {0} ke pemain {1}!"; public string Removed => "Menghapus permission {1} dari pemain {0}!"; public string Cleaned => "Menghapus semua permission dari pemain {0}!"; } /// /// path: Game.Command.RemoveItem /// public class RemoveItemTextEN { public string Desc => "Menghapus Relic atau Lightcone"; public string Usage => "Penggunaan: /remove relic\n" + "Penggunaan: /remove lightcone"; public string InvalidPerm => "Permission {0} tidak ditemukan!"; public string RemovedRelics => "Relic telah dihapus dari pemain {0}!"; public string RemovedLightcones => "Lightcone telah dihapus dari pemain {0}!"; } /// /// path: Game.Command.Skip /// public class SkipTextEN { public string Desc => "Skip 1st half MOC / PF / AS dan langsung ke 2nd half"; public string Usage => "Penggunaan: /skip" ; public string Success => "Berhasil menyetel skip 1st half ke {0}!"; } #endregion #endregion