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