mirror of
https://github.com/MikuLeaks/KianaBH3.git
synced 2025-12-12 13:04:33 +01:00
570 lines
22 KiB
C#
570 lines
22 KiB
C#
namespace KianaBH.Internationalization.Message;
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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 => "Rank";
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public string Avatar => "Avatar";
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public string Material => "Material";
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public string Pet => "Pet";
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public string Relic => "Relic";
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public string Equipment => "Light Cone";
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public string Talent => "Talent";
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public string Banner => "Gacha";
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public string Activity => "Activity";
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public string CdKey => "CdKey";
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public string VideoKey => "VideoKey";
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public string Buff => "Blessing";
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public string Miracle => "Curio";
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public string Unlock => "Luxury";
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public string TrainParty => "TrainParty";
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// server info
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public string Config => "Config File";
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public string Language => "Language";
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public string Log => "Log";
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public string GameData => "Game Data";
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public string Cache => "Resource Cache";
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public string CustomData => "Custom Data";
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public string Database => "Database";
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public string Command => "Command";
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public string SSL => "SSL";
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public string Ec2b => "Ec2b";
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public string SdkServer => "Web Server";
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public string Handler => "Packet Handler";
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public string Dispatch => "Global Dispatch";
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public string Game => "Game";
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public string Handbook => "Handbook";
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public string NotFound => "Not Found";
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public string Error => "Error";
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public string FloorInfo => "Floor File";
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public string FloorGroupInfo => "Floor Group File";
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public string FloorMissingResult => "Teleportation and World Generation";
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public string FloorGroupMissingResult => "Teleportation, Monster Battles, and World Generation";
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public string Mission => "Mission";
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public string MissionInfo => "Mission File";
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public string SubMission => "Sub Mission";
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public string SubMissionInfo => "Sub Mission File";
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public string MazeSkill => "Maze Skill";
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public string MazeSkillInfo => "Maze Skill File";
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public string Dialogue => "Simulated Universe Event";
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public string DialogueInfo => "Simulated Universe Event File";
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public string Performance => "Performance";
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public string PerformanceInfo => "Performance File";
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public string RogueChestMap => "Simulated Universe Map";
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public string RogueChestMapInfo => "Simulated Universe Map File";
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public string ChessRogueRoom => "Simulated Universe DLC";
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public string ChessRogueRoomInfo => "Simulated Universe DLC File";
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public string SummonUnit => "Summon Unit";
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public string SummonUnitInfo => "Summon Unit File";
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public string RogueTournRoom => "Divergent Rogue Room";
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public string RogueTournRoomInfo => "Divergent Rogue Room File";
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public string TypesOfRogue => "types of rogue";
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public string RogueMagicRoom => "Unknowable Domain Room";
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public string RogueMagicRoomInfo => "Unknowable Domain Room File";
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public string RogueDiceSurface => "Dice Surface Effect";
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public string RogueDiceSurfaceInfo => "Dice Surface Effect File";
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public string AdventureModifier => "AdventureModifier";
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public string AdventureModifierInfo => "AdventureModifier File";
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public string RogueMapGen => "RogueMapGen File";
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public string RogueMiracleGroup => "RogueMiracleGroup File";
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public string RogueMiracleEffectGen => "RogueMiracleEffectGen File";
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public string DatabaseAccount => "Database Account";
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public string Tutorial => "Tutorial";
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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 GenderTextEN Gender { get; } = new();
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public AvatarTextEN Avatar { get; } = new();
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public AnnounceTextEN Announce { get; } = new();
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public BanTextEN Ban { 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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public AccountTextEN Account { get; } = new();
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public UnstuckTextEN Unstuck { get; } = new();
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public SetlevelTextEN Setlevel { get; } = new();
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public PermissionTextEN Permission { get; } = new();
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public RemoveItemTextEN RemoveItem { get; } = new();
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public SkipTextEN Skip { 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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public string Maintain => "The server is undergoing maintenance, please try again later.";
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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 => "Shutting down...";
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public string CancelKeyPressed => "Cancel key pressed (Ctrl + C), server shutting down...";
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public string StartingServer => "Starting KianaBH";
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public string CurrentVersion => "Server supported versions: {0}";
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public string InvalidVersion => "Unsupported game version {0}\nPlease update game to {1}";
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public string LoadingItem => "Loading {0}...";
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public string GeneratingItem => "Building {0}...";
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public string WaitingItem => "Waiting for process {0} to complete...";
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public string RegisterItem => "Registered {0} {1}(s).";
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public string FailedToLoadItem => "Failed to load {0}.";
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public string NewClientSecretKey => "Client Secret Key does not exist and a new Client Secret Key is being generated.";
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public string FailedToInitializeItem => "Failed to initialize {0}.";
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public string FailedToReadItem => "Failed to read {0}, file {1}";
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public string GeneratedItem => "Generated {0}.";
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public string LoadedItem => "Loaded {0}.";
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public string LoadedItems => "Loaded {0} {1}(s).";
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public string ServerRunning => "{0} server listening on {1}";
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public string ServerStarted =>
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"Startup complete! Took {0}s, better than 99% of users. Type 'help' for command help"; // This is a meme, consider localpermissiong in English
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public string MissionEnabled =>
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"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 KeyStoreError => "The SSL certificate does not exist, SSL functionality has been disabled.";
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public string CacheLoadSkip => "Skipped cache loading.";
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public string ConfigMissing => "{0} is missing. Please check your resource folder: {1}, {2} may not be available.";
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public string UnloadedItems => "Unloaded all {0}.";
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public string SaveDatabase => "Database saved in {0}s";
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public string WaitForAllDone =>
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"You cannot enter the game yet. Please wait for all items to load before trying again";
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public string UnhandledException => "An unhandled exception occurred: {0}";
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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 => "Player tidak ditemukan!";
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public string InvalidArguments => "Argumen command ngawur!";
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public string NoPermission => "Ga ada akses buat make command ini!";
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public string CommandNotFound => "Ga ketemu itu command. Ketik '/help' untuk cek command yang ada.";
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public string TargetNotFound => "Target {0} tidak ditemukan!";
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public string TargetOffline => "Target {0}({1}) lagi offline! Target akan di clear.";
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public string TargetFound => "Online player {0}({1}) ditemukan, command selanjutnya bakal target dia secara default.";
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public string InternalError => "Error menjalankan command! {0}";
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}
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/// <summary>
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/// path: Game.Command.Gender
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/// </summary>
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public class GenderTextEN
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{
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public string Desc => "Ganti gender & path";
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public string Usage => "Pengunaan: /gender [man/woman] [id path]";
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public string GenderNotSpecified => "Gender tidak ditemukan!";
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public string GenderChanged => "Gender telah diganti!";
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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 =>
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"Sesuai nama, unlock semuanya." +
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"'/unlockall mission' buat finish all missions. Nanti bakal di kick setelah jalanin. Ada kemungkinan bakal stuck di tutorial, gunakan dengan hati-hati" +
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"'/unlockall tutorial' buat unlock all tutorials. Nanti bakal di kick setelah jalanin. Dipakai untuk ketika stuck in some pages\n" +
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"'/unlockall rogue' buat unlock all rogue types. Nanti bakal di kick setelah jalanin. Pakai bersamaan dengan '/unlockall tutorial' untuk dapatkan performance yg lebih baik";
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public string Usage => "Penggunaan: /unlockall [mission/tutorial/rogue]";
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public string UnlockedAll => "Unlocked All {0}!";
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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 => "Set properti untuk karakter yang dimiliki. Untuk target semua karakter, set Avatar ID ke -1 ya!";
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public string Usage =>
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"Penggunaan: /avatar talent [Avatar ID/-1] [Talent Level]\n" +
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"Penggunaan: /avatar rank [Avatar ID/-1] [Rank]\n" +
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"Penggunaan: /avatar level [Avatar ID/-1] [Avatar Level]";
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public string InvalidLevel => "Invalid {0} level!";
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public string AllAvatarsLevelSet => "Semua karakter {0}nya telah di set ke level {1}.";
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public string AvatarLevelSet => "Karakter {0} {1}nya telah di set ke level {2}";
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public string AvatarNotFound => "Karakter tidak ditemukan!";
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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 => "Untuk memberi item ke player. Jangan pakai ini untuk relic.";
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public string Usage => "Penggunaan: /give [item ID] l[level] x[jumlah] r[rank]";
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public string ItemNotFound => "Item tidak ditemukan!";
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public string GiveItem => "Telah diberi {0} {1} item {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 => "Untuk memberi player semua jenis item.";
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public string Usage =>
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"Penggunaan: /giveall avatar r[rank] l[level]\n" +
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"Penggunaan: /giveall material x[jumlah]\n" +
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"Penggunaan: /giveall equipment r[rank] l[level] x[jumlah]\n" +
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"Penggunaan: /giveall relic x[jumlah]\n" +
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"Penggunaan: /giveall unlock\n" +
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"Penggunaan: /giveall train\n" +
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"Penggunaan: /giveall path";
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public string GiveAllItems => "Telah diberikan semua {0}, masing-masing berjumlah {1}";
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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 => "Atur properti overworld lineup. Mp = tech point, Sp = energy, heal ya heal.";
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public string Usage =>
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"Penggunaan: /lineup mp\n" +
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"Penggunaan: /lineup sp\n" +
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"Penggunaan: /lineup heal";
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public string GainedMp => "Player telah diberikan tech points!";
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public string GainedSp => "Player telah diberikan energy!";
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public string HealedAllAvatars => "Satu lineup telah di heal!";
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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 => "Show help information";
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public string Usage =>
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"Penggunaan: /help\n" +
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"Penggunaan: /help [cmd]";
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public string Commands => "Commands: ";
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public string CommandUsage => "Penggunaan: ";
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public string CommandPermission => "Level Permission Untuk Akses: ";
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public string CommandAlias => "Command Alias:";
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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 => "Kick out player";
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public string Usage => "Penggunaan: /kick";
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public string PlayerKicked => "Player {0} telah di kick!";
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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 =>
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"Mengelola misi pemain\n" +
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"Gunakan 'pass' untuk menyelesaikan semua misi yang sedang berjalan, perintah ini dapat menyebabkan lag yang parah, harap gunakan '/mission finish' sebagai gantinya\n" +
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"Gunakan 'finish [SubMissionID]' untuk menyelesaikan sub-misi tertentu, silakan cari ID sub-misi di buku panduan\n" +
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"Gunakan 'finishmain [MainMissionID]' untuk menyelesaikan misi utama tertentu, silakan cari ID misi utama di buku panduan\n" +
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"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" +
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"Gunakan 'reaccept' untuk menerima kembali misi utama tertentu, silakan cari ID misi utama di buku panduan";
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public string Usage =>
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"Penggunaan: /mission pass\n" +
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"Penggunaan: /mission finish [ID Sub Misi]\n" +
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"Penggunaan: /mission running\n" +
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"Penggunaan: /mission reaccept [ID Misi Utama]\n" +
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"Penggunaan: /mission finishmain [ID Misi Utama]";
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public string AllMissionsFinished => "Semua tugas telah diselesaikan!";
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public string AllRunningMissionsFinished => "Sebanyak {0} tugas yang sedang berjalan telah diselesaikan!";
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public string MissionFinished => "Tugas {0} telah diselesaikan!";
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public string InvalidMissionId => "ID tugas tidak valid!";
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public string NoRunningMissions => "Tidak ada tugas yang sedang berjalan!";
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public string RunningMissions => "Tugas yang sedang berjalan: ";
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public string PossibleStuckMissions => "Tugas yang kemungkinan macet: ";
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public string MainMission => "Tugas utama";
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public string MissionReAccepted => "Tugas {0} telah diterima kembali!";
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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 => "Mengelola relic pemain, Batas level: 1 ≤ Level ≤ 9999";
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public string Usage =>
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"Penggunaan: /relic [ID relic] [ID main affix] [ID sub affix:jumlah roll] l[level] x[jumlah]\n" +
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"Catatan:\n" +
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"- 'ID sub affix:jumlah roll' dapat diulang hingga 4 kali.\n" +
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"- Jika tidak diberikan, sub affix akan dipilih secara acak.";
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public string RelicNotFound => "Relic tidak ditemukan!";
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public string InvalidMainAffixId => "ID main affix tidak valid!";
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public string InvalidSubAffixId => "ID sub affix tidak valid!";
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public string RelicGiven => "Memberikan kepada pemain @{0} {1} relic {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 => "Muat ulang konfigurasi yang ditentukan";
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public string Usage => "Penggunaan: /reload [banner/activity]";
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public string ConfigReloaded => "Konfigurasi {0} telah dimuat ulang!";
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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 => "Command ini tidak work. Digunakan untuk mengelola data pemain dalam simulated universe, -1 berarti semua blessing, 'buff' untuk mendapatkan blessing, 'enhance' untuk meningkatkan blessing";
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public string Usage =>
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"Penggunaan: /rogue money [Jumlah Universe Debris]\n" +
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"Penggunaan: /rogue buff [ID blessing/-1]\n" +
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"Penggunaan: /rogue miracle [ID miracle]\n" +
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"Penggunaan: /rogue enhance [ID blessing/-1]\n" +
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"Penggunaan: /rogue unstuck - Keluar dari event";
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public string PlayerGainedMoney => "Pemain mendapatkan {0} universe debris.";
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public string PlayerGainedAllItems => "Pemain mendapatkan semua {0}.";
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public string PlayerGainedItem => "Pemain mendapatkan {0} {1}.";
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public string PlayerEnhancedBuff => "Pemain meningkatkan blessing {0}.";
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public string PlayerEnhancedAllBuffs => "Pemain meningkatkan semua blessing.";
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public string PlayerUnstuck => "Pemain keluar dari event.";
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public string NotFoundItem => "{0} tidak ditemukan!";
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public string PlayerNotInRogue => "Pemain tidak berada dalam simulated universe!";
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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 =>
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"Mengelola scene pemain\n" +
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"Catatan: Sebagian besar perintah dalam grup ini digunakan untuk debugging. Pastikan Anda memahami apa yang Anda lakukan sebelum menggunakan perintah apa pun.\n" +
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"Gunakan 'prop' untuk mengatur status sebuah prop. Untuk daftar status, lihat Common/Enums/Scene/PropStateEnum.cs\n" +
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"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 <floorId>' untuk mengatasi masalah ini.\n" +
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"Gunakan 'change' untuk memasuki scene tertentu. Untuk EntryId, lihat Resources/MapEntrance.json\n" +
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"Gunakan 'reload' untuk memuat ulang scene saat ini dan kembali ke posisi awal.\n" +
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"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}.";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Mail
|
||
/// </summary>
|
||
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!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Raid
|
||
/// </summary>
|
||
public class RaidTextEN
|
||
{
|
||
public string Desc => "Mengelola scene sementara pemain";
|
||
public string Usage => "Penggunaan: /raid leave";
|
||
public string Leaved => "Keluar dari scene sementara!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Account
|
||
/// </summary>
|
||
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!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Announce
|
||
/// </summary>
|
||
public class AnnounceTextEN
|
||
{
|
||
public string Desc => "Mengirim pengumuman sistem pusat";
|
||
public string Usage => "Penggunaan: /announce [Teks] [Warna]";
|
||
public string SendSuccess => "Pengumuman berhasil dikirim!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Ban
|
||
/// </summary>
|
||
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!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Unstuck
|
||
/// </summary>
|
||
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!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Setlevel
|
||
/// </summary>
|
||
public class SetlevelTextEN
|
||
{
|
||
public string Desc => "Mengatur level pemain";
|
||
public string Usage => "Penggunaan: /setlevel [Level]";
|
||
public string SetlevelSuccess => "Berhasil mengatur level pemain!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Permission
|
||
/// </summary>
|
||
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}!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.RemoveItem
|
||
/// </summary>
|
||
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}!";
|
||
}
|
||
|
||
/// <summary>
|
||
/// path: Game.Command.Skip
|
||
/// </summary>
|
||
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 |