Commit 09125f8e authored by Scirese's avatar Scirese Committed by GitHub
Browse files

Optimize Chinese Translations (#498)

* Add Chinese Translation

* Optimize Chinese Translations

* Fix a dumb error
parent bb68f1b7
package emu.grasscutter;
public final class CNLanguage {
public String An_error_occurred_during_game_update = "游戏更新期间出错。";
public String Starting_Grasscutter = "启动 Grasscutter...";
public String Invalid_server_run_mode = "无效的服务器运行模式";
public String Server_run_mode = "服务器运行模式必须 'HYBRID', 'DISPATCH_ONLY', 或 'GAME_ONLY' 无法启动 Grasscutter...";
public String Shutting_down = "服务器关闭...";
public String Start_done = "完成! 获取帮助, 输入 \"help\"";
public String Dispatch_mode_not_support_command = "该命令不支持在仅dispatch模式下使用。";
public String An_error_occurred_during_game_update = "游戏更新时发生了错误.";
public String Starting_Grasscutter = "正在开启Grasscutter...";
public String Invalid_server_run_mode = "无效的服务器运行模式. ";
public String Server_run_mode = "服务器运行模式必须为以下几种之一: 'HYBRID'(混合模式), 'DISPATCH_ONLY'(仅dispatch模式), 或 'GAME_ONLY'(仅游戏模式). 无法启动Grasscutter...";
public String Shutting_down = "正在停止....";
public String Start_done = "加载完成!需要指令帮助请输入 \"help\"";
public String Dispatch_mode_not_support_command = "仅dispatch模式无法使用指令。";
public String Command_error = "命令错误:";
public String Error = "发生了一个错误。";
public String Grasscutter_is_free = "Grasscutter 是一个免费软件。 如果你为此付出了金钱,你可能已经被骗了。 项目主页: https://github。com/Grasscutters/Grasscutter";
public String Game_start_port = "服务器运行在端口 {port} 上";
public String Client_connect = "客户端 {ip} 已连接";
public String Client_disconnect = "客户端 {ip} 已断开连接";
public String Client_request = "[Dispatch] 客户端 {ip} {method} 请求: {url}";
public String Not_load_keystore = "[Dispatch] 无法加载 keystore。 请尝试输入 keystore password...";
public String Use_default_keystore = "[Dispatch] 默认的 keystore password 加载成功。 请考虑在config。json中将密码设置为123456。";
public String Load_keystore_error = "[Dispatch] 加载keystore时发生错误!";
public String Not_find_ssl_cert = "[Dispatch] 没有找到SSL证书! 开始尝试以HTTP协议运行。";
public String Welcome = "欢迎使用 Grasscutter";
public String Potential_unhandled_request = "[Dispatch] 潜在的未经处理的 {method} 请求: {url}";
public String Client_login_token = "[Dispatch] 客户端 {ip} 正在尝试使用token登陆";
public String Client_token_login_failed = "[Dispatch] 客户端 {ip} 使用token登陆失败";
public String Client_login_in_token = "[Dispatch] 客户端 {ip} 通过token登陆 {uid}";
public String Game_account_cache_error = "游戏帐号缓存信息错误";
public String Wrong_session_key = "错误的会话密钥。";
public String Client_exchange_combo_token = "[Dispatch] 客户端 {ip} 交换token令牌成功";
public String Client_failed_exchange_combo_token = "[Dispatch] 客户端 {ip} 交换token令牌失败";
public String Dispatch_start_server_port = "[Dispatch] Dispatch 服务器正运行在端口 {port} 上";
public String Client_failed_login_account_create = "[Dispatch] 客户端 {ip} 登陆失败: 账户 {uid} 已创建";
public String Client_failed_login_account_create_failed = "[Dispatch] 客户端 {ip} 登陆失败: 账户创建失败";
public String Client_failed_login_account_no_found = "[Dispatch] 客户端 {ip} 登陆失败: 账户不存在";
public String Client_login = "[Dispatch] 客户端 {ip} 登陆账户 {uid}";
public String Username_not_found = "用户名未找到。";
public String Username_not_found_create_failed = "用户名未找到,创建失败。";
public String Create_resources_folder = "创建资源文件夹...";
public String Place_copy = "请复制 'BinOutput' 和 'ExcelBinOutput' 到 resources 文件夹.";
public String Error = "出现错误.";
public String Grasscutter_is_free = "Grasscutter是免费软件,如果你是花钱买到的,你大概被骗了。主页: https://github.com/Grasscutters/Grasscutter";
public String Game_start_port = "游戏服务器已在端口 {port} 上开启。";
public String Client_connect = "来自 {address} 的客户端已连接。";
public String Client_disconnect = "来自 {address} 的客户端已断开。";
public String Client_request = "[Dispatch] 客户端 {ip} 请求: {method} {url}";
public String Not_load_keystore = "[Dispatch] 无法加载证书,正在尝试默认密码...";
public String Use_default_keystore = "[Dispatch] 成功使用默认密码加载证书. 请考虑将config.json中的KeystorePassword项改为123456.";
public String Load_keystore_error = "[Dispatch] 加载证书时出现错误!";
public String Not_find_ssl_cert = "[Dispatch] 未找到SSL证书,正在回滚至基本HTTP。";
public String Welcome = "欢迎使用Grasscutter";
public String Potential_unhandled_request = "[Dispatch] 潜在的未处理请求: {method} {url}";
public String Client_login_token = "[Dispatch] 客户端 {ip} 正在尝试使用token登录...";
public String Client_token_login_failed = "[Dispatch] 客户端 {ip} 使用token登录失败。";
public String Client_login_in_token = "[Dispatch] 客户端 {ip} 使用token以 {uid} 的身份登录。";
public String Game_account_cache_error = "游戏账户缓存出现错误。";
public String Wrong_session_key = "会话密钥错误。";
public String Client_exchange_combo_token = "[Dispatch] 客户端 {ip} 成功交换token。";
public String Client_failed_exchange_combo_token = "[Dispatch] 客户端 {ip} 交换token失败。";
public String Dispatch_start_server_port = "[Dispatch] Dispatch服务器已在端口 {port} 上开启。";
public String Client_failed_login_account_create = "[Dispatch] 客户端 {ip} 登录失败: 已创建UID为 {uid} 的账户。";
public String Client_failed_login_account_create_failed = "[Dispatch] 客户端 {ip} 登录失败: 创建账户失败。";
public String Client_failed_login_account_no_found = "[Dispatch] Client {ip} 登录失败: 未找到帐户。";
public String Client_login = "[Dispatch] 客户端 {ip} 以 {uid} 的身份登录。";
public String Username_not_found = "未找到此用户名.";
public String Username_not_found_create_failed = "未找到此用户名, 创建失败。.";
// Command
public String No_command_specified = "没有指定命令";
public String No_command_specified = "指定命令.";
public String Unknown_command = "未知命令: ";
public String You_not_permission_run_command = "你没有权限去执行此命令";
public String This_command_can_only_run_from_console = "此命令只能控制台执行。";
public String Run_this_command_in_game = "请在游戏内行此命令";
public String Invalid_playerId = "错误的玩家ID";
public String Player_not_found = "玩家不存在。";
public String Player_is_offline = "玩家已离线";
public String Invalid_item_id = "错误的物品ID";
public String Invalid_item_or_player_id = "错误的物品ID或玩家ID";
public String Enabled = "已开启";
public String Disabled = "已关闭";
public String No_command_found = "找到命令";
public String You_not_permission_run_command = "你没有权限行此命令.";
public String This_command_can_only_run_from_console = "此命令只能控制台运行.";
public String Run_this_command_in_game = "请在游戏内行此命令.";
public String Invalid_playerId = "无效的玩家ID.";
public String Player_not_found = "未找到此玩家.";
public String Player_is_offline = "玩家已离线.";
public String Invalid_item_id = "无效的物品ID.";
public String Invalid_item_or_player_id = "无效的玩家或物品ID.";
public String Enabled = "启";
public String Disabled = "禁用";
public String No_command_found = "找到命令.";
public String Help = "帮助";
public String Player_not_found_or_offline = "玩家不存在或玩家已离线";
public String Invalid_arguments = "错误的参数";
public String Player_not_found_or_offline = "玩家不存在或已离线.";
public String Invalid_arguments = "无效的参数.";
public String Success = "成功";
public String Invalid_entity_id = "错误的实体ID";
public String Invalid_entity_id = "无效的实体ID.";
// Help
public String Help_usage = " 用法: ";
public String Help_aliases = " 别名: ";
public String Help_available_command = "支持的命令:";
public String Help_available_command = " 可用命令:";
// Account
public String Modify_user_account = "修改用户帐户";
public String Invalid_UID = "错误的UID";
public String Account_exists = "账户已存在";
public String Account_create_UID = "已创建账户 UID {uid}";
public String Account_delete = "账户已删除";
public String Account_not_find = "账户未找到";
public String Account_command_usage = "用法: account <create|delete> <用户名> [uid]";
public String Invalid_UID = "无效的UID.";
public String Account_exists = "账户已存在.";
public String Account_create_UID = "UID {uid} 的账户已创建.";
public String Account_delete = "已删除账户.";
public String Account_not_find = "账户不存在.";
public String Account_command_usage = "用法: account <create(创建)|delete(删除)> <用户名> [uid]";
// Broadcast
public String Broadcast_command_usage = "用法: broadcast <message>";
public String Broadcast_message_sent = "息已发送";
public String Broadcast_command_usage = "用法: broadcast <消息>";
public String Broadcast_message_sent = "息已发送.";
// ChangeScene
public String Change_screen_usage = "用法: changescene <场景 id>";
public String Change_screen_you_in_that_screen = "你已经在这个场景了。";
public String Change_screen = "转移到场景 ";
public String Change_screen_not_exist = "场景不存在";
public String Change_screen_usage = "用法: changescene <场景id>";
public String Change_screen_you_in_that_screen = "你已经在此场景中了";
public String Change_screen = "切换到场景 ";
public String Change_screen_not_exist = "场景不存在";
// Clear
public String Clear_weapons = "已 {name} 清理武器 。";
public String Clear_artifacts = "已 {name} 清理圣遗物 ";
public String Clear_materials = "已 {name} 清理材料";
public String Clear_furniture = "已 {name} 清理摆设";
public String Clear_displays = "Cleared displays for {name} 。";
public String Clear_virtuals = "已 {name} 清理货币。";
public String Clear_everything = "已 {name} 清理所有物品";
public String Clear_weapons = "已清除 {name} 的武器.";
public String Clear_artifacts = "已清除 {name} 圣遗物 .";
public String Clear_materials = "已清除 {name} 材料.";
public String Clear_furniture = "已清除 {name} 摆设.";
public String Clear_displays = "已清除 {name} 的displays.";
public String Clear_virtuals = "已清除 {name} 的virtuals.";
public String Clear_everything = "已清除 {name} 所有物品.";
// Coop
public String Coop_usage = "用法: coop <玩家ID> <目标玩家ID>";
public String Coop_usage = "用法: coop <玩家ID> <房主的玩家ID>";
// Drop
public String Drop_usage = "用法: drop <物品ID> [数量]";
public String Drop_dropped_of = "已掉落 {amount} 个 {item}";
public String Drop_usage = "用法: drop <物品ID|物品名> [数量]";
public String Drop_dropped_of = "已投掷 {amount} 个 {item}.";
// EnterDungeon
public String EnterDungeon_usage = "用法: enterdungeon <dungeon id>";
public String EnterDungeon_changed_to_dungeon = "Changed to dungeon ";
public String EnterDungeon_dungeon_not_found = "Dungeon does not exist";
public String EnterDungeon_you_in_that_dungeon = "You are already in that dungeon";
public String EnterDungeon_usage = "用法: enterdungeon <副本 id>";
public String EnterDungeon_changed_to_dungeon = "已进入副本 ";
public String EnterDungeon_dungeon_not_found = "副本不存在";
public String EnterDungeon_you_in_that_dungeon = "你已经在此副本中了。";
// GiveAll
public String GiveAll_usage = "用法: giveall [用户ID] [数量]";
public String GiveAll_item = "正在给所有物品...";
public String GiveAll_done = "给所有物品完成。";
public String GiveAll_invalid_amount_or_playerId = "错误的数量或者用户ID";
public String GiveAll_usage = "用法: giveall [player] [amount]";
public String GiveAll_item = "正在给所有物品...";
public String GiveAll_done = "完成。";
public String GiveAll_invalid_amount_or_playerId = "无效的数量或玩家ID";
// GiveArtifact
public String GiveArtifact_usage = "用法: giveart|gart [用户ID] <圣遗物ID> <主属性词条ID> [<副词条ID>[,<强化次数>]]... [等级]";
public String GiveArtifact_invalid_artifact_id = "错误的圣遗物ID。";
public String GiveArtifact_given = "已 {itemId} {target}";
public String GiveArtifact_usage = "用法: giveart|gart [玩家] <圣遗物Id> <主词条Id> [<副词条Id>[,<强化次数>]]... [等级]";
public String GiveArtifact_invalid_artifact_id = "无效的圣遗物Id.";
public String GiveArtifact_given = "已 {itemId} 给予 {target}.";
// GiveChar
public String GiveChar_usage = "用法: givechar <用户ID> <角色ID> [等级]";
public String GiveChar_given = "给 {avatarId} 等级为 {level} 到 {target}";
public String GiveChar_invalid_avatar_id = "错误的用户ID";
public String GiveChar_invalid_avatar_level = "错误的角色等级";
public String GiveChar_invalid_avatar_or_player_id = "错误的角色ID或用户ID";
public String GiveChar_usage = "用法: givechar <p玩家> <角色Id|角色名> [等级]";
public String GiveChar_given = "将等级为 {level} 的 {avatarId} 给予 {target}.";
public String GiveChar_invalid_avatar_id = "无效的角色ID";
public String GiveChar_invalid_avatar_level = "无效的角色等级.";
public String GiveChar_invalid_avatar_or_player_id = "无效的角色ID或玩家ID.";
// Give
public String Give_usage = "用法: give <用户ID> <物品ID> [数量] [等级] [精炼等级]";
public String Give_refinement_only_applicable_weapons = "精炼等级只适用于武器。";
public String Give_refinement_must_between_1_and_5 = "精炼等级必须为1-5。";
public String Give_given = "已给 {amount} 个 {item} 到 {target}。";
public String Give_given_with_level_and_refinement = "Given {item} with level {lvl}, refinement {refinement} {amount} times to {target}";
public String Give_given_level = "Given {item} with level {lvl} {amount} times to {target}";
public String Give_usage = "用法: give [玩家名] <物品ID|物品名> [数量] [等级] ";
public String Give_refinement_only_applicable_weapons = "精炼只对武器有效。";
public String Give_refinement_must_between_1_and_5 = "精炼等级必须在1和5之间。";
public String Give_given = "已将 {amount} 个 {item} 给与 {target}.";
public String Give_given_with_level_and_refinement = "已将 {amount} 个等级为 {lvl}, 精炼 {refinement} 的 {item} 给予 {target}.";
public String Give_given_level = "已将 {amount} 个等级为 {lvl} 的 {item} 给与 {target}.";
// GodMode
public String Godmode_status = "上帝模式已经 {status} 给 {name} 。";
public String Godmode_status = "现已为 {name} {status} 无敌模式 ";
// Heal
public String Heal_message = "所有角色已被治。";
public String Heal_message = "所有角色已被治。";
// Kick
public String Kick_player_kick_player = "玩家 [{sendUid}:{sendName}] 踢出了玩家 [{kickUid}:{kickName}]";
public String Kick_player_kick_player = "玩家 [{sendUid}:{sendName}] 踢出 [{kickUid}:{kickName}]";
public String Kick_server_player = "正在踢出玩家 [{kickUid}:{kickName}]";
// Kill
public String Kill_usage = "用法: killall [玩家ID] [场景ID]";
public String Kill_scene_not_found_in_player_world = "在玩家世界中找不到该场景";
public String Kill_kill_monsters_in_scene = "正在杀死 {size} 野怪 在场景 {id}";
public String Kill_usage = "用法: killall [玩家UID] [场景ID]";
public String Kill_scene_not_found_in_player_world = "在玩家世界中找到此场景";
public String Kill_kill_monsters_in_scene = "已杀死场景 {id} 中的 {size} 只怪物。 ";
// KillCharacter
public String KillCharacter_usage = "用法: /killcharacter [玩家ID]";
public String KillCharacter_kill_current_character = "已杀死玩家 {name} 当前的角色";
public String KillCharacter_usage = "用法: /killcharacter [玩家Id]";
public String KillCharacter_kill_current_character = "已干掉 {name} 当前的场上角色.";
// List
public String List_message = "这里有 {size} 玩家在线:";
public String List_message = "有 {size} 玩家在线:";
// Permission
public String Permission_usage = "用法: permission <add|remove> <用户登陆名> <权限节点>";
public String Permission_usage = "用法: permission <add|remove> <用户名> <权限>";
public String Permission_add = "权限已添加。";
public String Permission_have_permission = "他已经有这个权限了!";
public String Permission_have_permission = "此玩家已拥有此权限!";
public String Permission_remove = "权限已移除。";
public String Permission_not_have_permission = "他没有这个权限";
public String Permission_not_have_permission = "此玩家未拥有此权限!";
// Position
public String Position_message = "坐标: {x}, {y}, {z}\n场景ID: {id}";
public String Position_message = "坐标: %.3f, %.3f, %.3f\n场景: %d";
// Reload
public String Reload_reload_start = "正在重新读取配置文件。";
public String Reload_reload_done = "重新读取配置文件成功。";
public String Reload_reload_start = "正在重新加载配置.";
public String Reload_reload_done = "完成.";
// ResetConst
public String ResetConst_reset_all = "重置所有角色的命。";
public String ResetConst_reset_all_done = "{name} 的命星已经重置。 请重新登陆查看变化。";
public String ResetConst_reset_all = "重置所有角色的命。";
public String ResetConst_reset_all_done = "{name} 的命座已被重置。请重新登。";
// ResetShopLimit
public String ResetShopLimit_usage = "用法: /resetshop <玩家ID>";
public String ResetShopLimit_usage = "用法: /resetshop <玩家id>";
// SendMail
public String SendMail_usage = "用法: give [用户ID] <物品ID> [数量]";
public String SendMail_user_not_exist = "ID为 '{id}' 的用户不存在";
public String SendMail_start_composition = "正在开始生成邮件模版。\n请使用 `/sendmail <标题>` 以继续\n你可以在任何时使用 `/sendmail stop` 来停止";
public String SendMail_templates = "正在生成邮件模板...";
public String SendMail_invalid_arguments = "错误的参数\n用法 `/sendmail <用户ID|all|help> [邮件模版ID]`";
public String SendMail_send_cancel = "邮件发送已取消。";
public String SendMail_send_done = "邮件已发送给用户 {name}!";
public String SendMail_send_all_done = "邮件已发送给所有用户!";
public String SendMail_not_composition_end = "邮件生成不在最终阶段。\n请使用 `/sendmail {args}` 或 `/sendmail stop` 来取消。";
public String SendMail_usage = "用法: give [player] <itemId|itemName> [amount]";
public String SendMail_user_not_exist = "不存在id为 '{id}' 的用户";
public String SendMail_start_composition = "开始编辑邮件的组成部分.\n请使用 `/sendmail <标题>` 以继续.\n你可以在任何时使用`/sendmail stop` 来停止编辑.";
public String SendMail_templates = "很快就会有邮件模板了.......";
public String SendMail_invalid_arguments = "无效的参数.\n用法 `/sendmail <用户Id|all|help> [模板Id]``";
public String SendMail_send_cancel = "已取消发送邮件。";
public String SendMail_send_done = "已向 {name} 发送邮件!";
public String SendMail_send_all_done = "已向所有玩家发送邮件!";
public String SendMail_not_composition_end = "邮件组成部分编辑尚未结束.\n请使用 `/sendmail {args}` 或 `/sendmail stop` 来停止编辑";
public String SendMail_Please_use = "请使用 `/sendmail {args}`";
public String SendMail_set_title = "邮件标题设为 '{title}'\n使用 '/sendmail <内容>' 继续";
public String SendMail_set_contents = "邮件内容设置为 '{contents}'\n使用 '/sendmail <发送>' 继续";
public String SendMail_set_message_sender = "邮件签名设置为 '{send}'\n使用 '/sendmail <物品ID|itemName|finish> [数量] [等级]' 来继续。";
public String SendMail_send = "已添加 {amount} 个 {item} (等级 {lvl}) 到邮件。\n继续添加更多物品 或 使用 `/sendmail finish` 来发送邮件";
public String SendMail_invalid_arguments_please_use = "参数错误 \n 请使用 `/sendmail {args}`";
public String SendMail_title = "<标题>";
public String SendMail_message = "<内容>";
public String SendMail_sender = "<签名>";
public String SendMail_arguments = "<物品ID|itemName|finish> [数量] [等级]";
public String SendMail_error = "错误: 无效到创建阶段 {stage}。 检查控制台是否有stacktrace";
public String SendMail_set_title = "邮件标题设为 '{title}'.\n使用 '/sendmail <邮件正文>' 继续.";
public String SendMail_set_contents = "邮件的正文如下:\n '{contents}'\n使用 '/sendmail <发送者署名>' 继续.";
public String SendMail_set_message_sender = "邮件的发送者已设为 '{send}'.\n使用 '/sendmail <物品Id|物品名|finish(结束编辑并发送)> [数量] [等级]";
public String SendMail_send = "已 {amount} 个 {item} (等级 {lvl}) 作为邮件附件.\n你可以继续添加附件,也可以使用 `/sendmail finish` 来停止编辑并发送邮件.";
public String SendMail_invalid_arguments_please_use = "无效的参数 \n 请使用 `/sendmail {args}`";
public String SendMail_title = "<title>";
public String SendMail_message = "<message>";
public String SendMail_sender = "<sender>";
public String SendMail_arguments = "<物品Id|物品名|finish(结束编辑并发送)> [数量] [等级]";
public String SendMail_error = "错误:无效的编写阶段 {stage}. 需要stacktrace请看服务器命令行.";
// SendMessage
public String SendMessage_usage = "用法: sendmessage <用户ID> <信息内容>";
public String SenaMessage_message_sent = "信息已发送";
public String SendMessage_usage = "用法: sendmessage <玩家名> <消息>";
public String SenaMessage_message_sent = "已发送.";
// SetFetterLevel
public String SetFetterLevel_usage = "用法: setfetterlevel <等级>";
public String SetFetterLevel_fetter_level_must_between_0_and_10 = "好感等级必须是 0-10。";
public String SetFetterLevel_fetter_set_level = "好感等级已设置为 {level}";
public String SetFetterLevel_invalid_fetter_level = "错误的好感等级。";
public String SetFetterLevel_fetter_level_must_between_0_and_10 = "设置的好感等级必须位于 0 和 10 之间。";
public String SetFetterLevel_fetter_set_level = "好感等级已设置为 {level}";
public String SetFetterLevel_invalid_fetter_level = "无效的好感等级。";
// SetStats
public String SetStats_usage_console = "用法: setstats|stats @<UID> <属性> <值>";
public String SetStats_usage_ingame = "用法: setstats|stats [@UID] <属性> <值>";
public String SetStats_help_message = """
\n\tValues for <stat>: hp | maxhp | def | atk | em | er | crate | cdmg | cdr | heal | heali | shield | defi
\t(cont.) Elemental DMG Bonus: epyro | ecryo | ehydro | egeo | edendro | eelectro | ephys
\t(cont.) Elemental RES: respyro | rescryo | reshydro | resgeo | resdendro | reselectro | resphys
""";
public String SetStats_value_error = "Invalid stat value.";
public String SetStats_uid_error = "Invalid UID.";
public String SetStats_player_error = "Player not found or offline.";
public String SetStats_set_self = "{name} set to {value}.";
public String SetStats_set_for_uid = "{name} for {uid} set to {value}.";
public String Stats_FIGHT_PROP_MAX_HP = "Max HP";
public String Stats_FIGHT_PROP_CUR_HP = "Current HP";
public String Stats_FIGHT_PROP_CUR_ATTACK = "ATK";
public String Stats_FIGHT_PROP_BASE_ATTACK = "Base ATK";
public String Stats_FIGHT_PROP_DEFENSE = "DEF";
public String Stats_FIGHT_PROP_ELEMENT_MASTERY = "Elemental Mastery";
public String Stats_FIGHT_PROP_CHARGE_EFFICIENCY = "Energy Recharge";
public String Stats_FIGHT_PROP_CRITICAL = "Crit Rate";
public String Stats_FIGHT_PROP_CRITICAL_HURT = "Crit DMG";
public String Stats_FIGHT_PROP_ADD_HURT = "DMG Bonus";
public String Stats_FIGHT_PROP_WIND_ADD_HURT = "Anemo DMG Bonus";
public String Stats_FIGHT_PROP_ICE_ADD_HURT = "Cryo DMG Bonus";
public String Stats_FIGHT_PROP_GRASS_ADD_HURT = "Dendro DMG Bonus";
public String Stats_FIGHT_PROP_ELEC_ADD_HURT = "Electro DMG Bonus";
public String Stats_FIGHT_PROP_ROCK_ADD_HURT = "Geo DMG Bonus";
public String Stats_FIGHT_PROP_WATER_ADD_HURT = "Hydro DMG Bonus";
public String Stats_FIGHT_PROP_FIRE_ADD_HURT = "Pyro DMG Bonus";
public String Stats_FIGHT_PROP_PHYSICAL_ADD_HURT = "Physical DMG Bonus";
public String Stats_FIGHT_PROP_SUB_HURT = "DMG Reduction";
public String Stats_FIGHT_PROP_WIND_SUB_HURT = "Anemo RES";
public String Stats_FIGHT_PROP_ICE_SUB_HURT = "Cryo RES";
public String Stats_FIGHT_PROP_GRASS_SUB_HURT = "Dendro RES";
public String Stats_FIGHT_PROP_ELEC_SUB_HURT = "Electro RES";
public String Stats_FIGHT_PROP_ROCK_SUB_HURT = "Geo RES";
public String Stats_FIGHT_PROP_WATER_SUB_HURT = "Hydro RES";
public String Stats_FIGHT_PROP_FIRE_SUB_HURT = "Pyro RES";
public String Stats_FIGHT_PROP_PHYSICAL_SUB_HURT = "Physical RES";
public String Stats_FIGHT_PROP_SKILL_CD_MINUS_RATIO = "Cooldown Reduction";
public String Stats_FIGHT_PROP_HEAL_ADD = "Healing Bonus";
public String Stats_FIGHT_PROP_HEALED_ADD = "Incoming Healing Bonus";
public String Stats_FIGHT_PROP_SHIELD_COST_MINUS_RATIO = "Shield Strength";
public String Stats_FIGHT_PROP_DEFENCE_IGNORE_RATIO = "DEF Ignore";
public String SetStats_usage = "用法: setstats|stats <stat> <value>";
public String SetStats_setstats_help_message = "用法: /setstats|stats <hp(生命值) | mhp(最大生命值) | def(防御力) | atk(攻击) | em(元素精通) | crate(暴击率) | cdmg(暴击伤害)> <数值> 基本属性(整数)";
public String SetStats_stats_help_message = "用法: /stats <er(元素充能) | epyro(火伤) | ecryo(冰伤) | ehydro(水伤) | eanemo(风伤) | egeo(岩伤) | edend(草伤) | eelec(雷伤) | ephys(物伤)> <数值> 元素属性(百分比)";
public String SetStats_set_max_hp = "最大生命值已设为 {int}.";
public String SetStats_set_max_hp_error = "无效的生命数值.";
public String SetStats_set_hp = "生命设置为 {int}.";
public String SetStats_set_hp_error = "无效的生命数值.";
public String SetStats_set_def = "防御力设置为 {int}.";
public String SetStats_set_def_error = "无效的防御力数值.";
public String SetStats_set_atk = "攻击力设置为 {int}.";
public String SetStats_set_atk_error = "无效的攻击力数值.";
public String SetStats_set_em = "元素精通设置为 {int}.";
public String SetStats_set_em_error = "无效的元素精通数值.";
public String SetStats_set_er = "元素充能设置为 {int}%.";
public String SetStats_set_er_error = "无效的元素充能数值.";
public String SetStats_set_cr = "暴击率设置为 {int}%.";
public String SetStats_set_cr_error = "无效的暴击率数值.";
public String SetStats_set_cd = "暴击伤害设置为 {int}%.";
public String SetStats_set_cd_error = "无效的暴击伤害数值.";
public String SetStats_set_pdb = "火伤设置为 {int}%.";
public String SetStats_set_pdb_error = "无效的火伤数值.";
public String SetStats_set_cdb = "冰伤设置为 {int}%.";
public String SetStats_set_cdb_error = "无效的冰伤数值.";
public String SetStats_set_hdb = "水伤设置为 {int}%.";
public String SetStats_set_hdb_error = "无效的水伤数值.";
public String SetStats_set_adb = "风伤设置为 {int}%.";
public String SetStats_set_adb_error = "无效的风伤数值.";
public String SetStats_set_gdb = "岩伤设置为 {int}%.";
public String SetStats_set_gdb_error = "无效的岩伤数值.";
public String SetStats_set_edb = "雷伤设置为 {int}%.";
public String SetStats_set_edb_error = "无效的雷伤数值.";
public String SetStats_set_physdb = "物伤设置为 {int}%.";
public String SetStats_set_physdb_error = "无效的物伤数值.";
public String SetStats_set_ddb = "草伤设置为 {int}%.";
public String SetStats_set_ddb_error = "无效的草伤数值.";
// SetWorldLevel
public String SetWorldLevel_usage = "用法: setworldlevel <世界等级>";
public String SetWorldLevel_world_level_must_between_0_and_8 = "世界等级必须0-8";
public String SetWorldLevel_set_world_level = "世界等级必须是 {level}";
public String SetWorldLevel_invalid_world_level = "错误的世界等级";
public String SetWorldLevel_usage = "用法: setworldlevel <level>";
public String SetWorldLevel_world_level_must_between_0_and_8 = "世界等级必须0-8之间。";
public String SetWorldLevel_set_world_level = "世界等级已设置为 {level}.";
public String SetWorldLevel_invalid_world_level = "无效的世界等级.";
// Spawn
public String Spawn_usage = "用法: spawn <实体ID> [数量] [等级(仅野怪)]";
public String Spawn_message = "已生成 {amount} 个 {id}";
public String Spawn_usage = "用法: spawn <实体ID|实体名> [数量] [等级(仅限怪物)]";
public String Spawn_message = "已生成 {amount} 个 {id}.";
// Stop
public String Stop_message = "服务器正在关闭...";
public String Stop_message = "正在关闭服务器...";
// Talent
public String Talent_usage_1 = "设置当前角色的技能等级: /talent set <技能ID> <等级>";
public String Talent_usage_2 = "另一个设置当前角色的技能等级的方法: /talent <n 或 e 或 q> <值>";
public String Talent_usage_1 = "设置技能等级: /talent set <技能ID> <数值>";
public String Talent_usage_2 = "另一种方式: /talent <n 或 e 或 q> <值>";
public String Talent_usage_3 = "获取技能ID: /talent getid";
public String Talent_lower_16 = "错误的技能等级。 等级必须比16";
public String Talent_set_atk = "设置 普攻 等级为 {level}";
public String Talent_set_e = "设置 E技能 为 {level}";
public String Talent_set_q = "设置 Q技能 为 {level}";
public String Talent_invalid_skill_id = "错误的技能ID。";
public String Talent_set_this = "设置这个技能等级为 {level}";
public String Talent_invalid_talent_level = "错误的技能等级。";
public String Talent_normal_attack_id = "普ID {id}";
public String Talent_e_skill_id = "E 技能ID {id}";
public String Talent_q_skill_id = "Q 技能ID {id}";
public String Talent_lower_16 = "技能等级应低于16";
public String Talent_set_atk = "设置普通攻击等级为 {level}.";
public String Talent_set_e = "设置元素战技(e技能)等级为 {level}.";
public String Talent_set_q = "设置元素爆发(q技能)等级为 {level}.";
public String Talent_invalid_skill_id = "无效的技能ID。";
public String Talent_set_this = "技能等级已设为 {level}.";
public String Talent_invalid_talent_level = "无效的技能等级。";
public String Talent_normal_attack_id = "普通攻击技能ID {id}.";
public String Talent_e_skill_id = "元素战技(e技能)ID {id}.";
public String Talent_q_skill_id = "元素爆发(q技能)ID {id}.";
// TeleportAll
public String TeleportAll_message = "你只能在 MP 模式中使用此功能。";
public String TeleportAll_message = "此命令仅在多人游戏下可用。";
// Teleport
public String Teleport_usage_server = "用法: /tp @<玩家ID> <x> <y> <z> [场景ID]";
public String Teleport_usage = "用法: /tp [@<玩家ID>] <x> <y> <z> [场景ID]";
public String Teleport_specify_player_id = "必须指定玩家id";
public String Teleport_invalid_position = "错误的坐标。";
public String Teleport_message = "远程传送 %s 到 {x},{y},{z} 在场景 {id} 中";
public String Teleport_usage_server = "用法: /tp @<玩家ID> <x> <y> <z> [场景ID]";
public String Teleport_usage = "用法: /tp @<玩家ID,不指定则为你自己> <x> <y> <z> [场景ID]";
public String Teleport_specify_player_id = "必须指定一个玩家。";
public String Teleport_invalid_position = "无效的位置。";
public String Teleport_message = "已将 {name} 传送到场景 {id} ,坐标 {x},{y},{z}";
// Weather
public String Weather_usage = "用法: weather <天气ID> [气候ID]";
public String Weather_message = "改天气为 {weatherId} 气候为 {climateId}";
public String Weather_invalid_id = "错误的ID。";
public String Weather_message = "已修改天气为 {weatherId} 气候为 {climateId}";
public String Weather_invalid_id = "无效的ID。";
}
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