mirror of
https://github.com/Melledy/Grasscutter.git
synced 2024-11-26 20:05:19 +00:00
commit
39e8f810d2
@ -77,7 +77,7 @@ public final class Grasscutter {
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Tools.createGmHandbook(); exitEarly = true;
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}
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case "-gachamap" -> {
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Tools.createGachaMapping("./gacha-mapping.js"); exitEarly = true;
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Tools.createGachaMapping(Grasscutter.getConfig().DATA_FOLDER + "/gacha_mappings.js"); exitEarly = true;
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}
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}
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}
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@ -24,7 +24,7 @@ public class MovementManager {
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public HashMap<String, HashSet<MotionState>> MotionStatesCategorized = new HashMap<>();
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private enum Consumption {
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private enum ConsumptionType {
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None(0),
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// consume
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@ -37,6 +37,7 @@ public class MovementManager {
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SWIM_DASH_START(-200),
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SWIM_DASH(-200),
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SWIMMING(-80),
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FIGHT(0),
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// restore
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STANDBY(500),
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@ -46,11 +47,22 @@ public class MovementManager {
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POWERED_FLY(500);
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public final int amount;
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Consumption(int amount) {
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ConsumptionType(int amount) {
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this.amount = amount;
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}
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}
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private class Consumption {
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public ConsumptionType consumptionType;
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public int amount;
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public Consumption(ConsumptionType ct, int a) {
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consumptionType = ct;
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amount = a;
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}
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public Consumption(ConsumptionType ct) {
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this(ct, ct.amount);
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}
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}
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private MotionState previousState = MotionState.MOTION_STANDBY;
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private MotionState currentState = MotionState.MOTION_STANDBY;
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@ -64,8 +76,9 @@ public class MovementManager {
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private Timer movementManagerTickTimer;
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private GameSession cachedSession = null;
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private GameEntity cachedEntity = null;
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private int staminaRecoverDelay = 0;
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private int skillCaster = 0;
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private int skillCasting = 0;
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public MovementManager(Player player) {
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previousCoordinates.add(new Position(0,0,0));
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@ -114,6 +127,12 @@ public class MovementManager {
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MotionState.MOTION_WALK,
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MotionState.MOTION_DANGER_WALK
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)));
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MotionStatesCategorized.put("FIGHT", new HashSet<>(Arrays.asList(
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MotionState.MOTION_FIGHT
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)));
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}
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public void handle(GameSession session, EntityMoveInfoOuterClass.EntityMoveInfo moveInfo, GameEntity entity) {
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@ -134,11 +153,12 @@ public class MovementManager {
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currentCoordinates = newPos;
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}
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currentState = motionInfo.getState();
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Grasscutter.getLogger().debug("" + currentState);
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Grasscutter.getLogger().debug("" + currentState + "\t" + (moveInfo.getIsReliable() ? "reliable" : ""));
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handleFallOnGround(motionInfo);
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}
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public void resetTimer() {
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Grasscutter.getLogger().debug("MovementManager ticker stopped");
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movementManagerTickTimer.cancel();
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movementManagerTickTimer = null;
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}
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@ -167,8 +187,6 @@ public class MovementManager {
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return player.getProperty(PlayerProperty.PROP_MAX_STAMINA);
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}
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// Returns new stamina
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public int updateStamina(GameSession session, int amount) {
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int currentStamina = session.getPlayer().getProperty(PlayerProperty.PROP_CUR_PERSIST_STAMINA);
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@ -184,6 +202,7 @@ public class MovementManager {
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newStamina = playerMaxStamina;
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}
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session.getPlayer().setProperty(PlayerProperty.PROP_CUR_PERSIST_STAMINA, newStamina);
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session.send(new PacketPlayerPropNotify(player, PlayerProperty.PROP_CUR_PERSIST_STAMINA));
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return newStamina;
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}
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@ -269,95 +288,40 @@ public class MovementManager {
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boolean moving = isPlayerMoving();
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if (moving || (getCurrentStamina() < getMaximumStamina())) {
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// Grasscutter.getLogger().debug("Player moving: " + moving + ", stamina full: " + (getCurrentStamina() >= getMaximumStamina()) + ", recalculate stamina");
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Consumption consumption = Consumption.None;
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Consumption consumption = new Consumption(ConsumptionType.None);
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// TODO: refactor these conditions.
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if (MotionStatesCategorized.get("CLIMB").contains(currentState)) {
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if (currentState == MotionState.MOTION_CLIMB) {
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// CLIMB
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if (previousState != MotionState.MOTION_CLIMB && previousState != MotionState.MOTION_CLIMB_JUMP) {
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consumption = Consumption.CLIMB_START;
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} else {
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consumption = Consumption.CLIMBING;
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}
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}
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if (currentState == MotionState.MOTION_CLIMB_JUMP) {
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if (previousState != MotionState.MOTION_CLIMB_JUMP) {
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consumption = Consumption.CLIMB_JUMP;
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}
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}
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if (currentState == MotionState.MOTION_JUMP) {
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if (previousState == MotionState.MOTION_CLIMB) {
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consumption = Consumption.CLIMB_JUMP;
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}
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}
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consumption = getClimbConsumption();
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} else if (MotionStatesCategorized.get("SWIM").contains((currentState))) {
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// SWIM
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if (currentState == MotionState.MOTION_SWIM_MOVE) {
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consumption = Consumption.SWIMMING;
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}
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if (currentState == MotionState.MOTION_SWIM_DASH) {
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if (previousState != MotionState.MOTION_SWIM_DASH) {
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consumption = Consumption.SWIM_DASH_START;
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} else {
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consumption = Consumption.SWIM_DASH;
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}
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}
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consumption = getSwimConsumptions();
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} else if (MotionStatesCategorized.get("RUN").contains(currentState)) {
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// RUN, DASH and WALK
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// DASH
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if (currentState == MotionState.MOTION_DASH_BEFORE_SHAKE) {
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consumption = Consumption.DASH;
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if (previousState == MotionState.MOTION_DASH_BEFORE_SHAKE) {
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// only charge once
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consumption = Consumption.SPRINT;
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}
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}
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if (currentState == MotionState.MOTION_DASH) {
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consumption = Consumption.SPRINT;
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}
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// RUN
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if (currentState == MotionState.MOTION_RUN) {
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consumption = Consumption.RUN;
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}
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// WALK
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if (currentState == MotionState.MOTION_WALK) {
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consumption = Consumption.WALK;
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}
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consumption = getRunWalkDashConsumption();
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} else if (MotionStatesCategorized.get("FLY").contains(currentState)) {
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// FLY
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consumption = Consumption.FLY;
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// POWERED_FLY, e.g. wind tunnel
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if (currentState == MotionState.MOTION_POWERED_FLY) {
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consumption = Consumption.POWERED_FLY;
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}
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consumption = getFlyConsumption();
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} else if (MotionStatesCategorized.get("STANDBY").contains(currentState)) {
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// STAND
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if (currentState == MotionState.MOTION_STANDBY) {
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consumption = Consumption.STANDBY;
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}
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if (currentState == MotionState.MOTION_STANDBY_MOVE) {
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consumption = Consumption.STANDBY_MOVE;
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}
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consumption = getStandConsumption();
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} else if (MotionStatesCategorized.get("FIGHT").contains(currentState)) {
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consumption = getFightConsumption();
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}
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// tick triggered
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handleDrowning();
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// delay 2 seconds before start recovering - as official server does.
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if (cachedSession != null) {
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if (consumption.amount < 0) {
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staminaRecoverDelay = 0;
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}
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if (consumption.amount > 0) {
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if (consumption.amount > 0 && consumption.consumptionType != ConsumptionType.POWERED_FLY) {
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if (staminaRecoverDelay < 10) {
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staminaRecoverDelay++;
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consumption = Consumption.None;
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consumption = new Consumption(ConsumptionType.None);
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}
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}
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int newStamina = updateStamina(cachedSession, consumption.amount);
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cachedSession.send(new PacketPlayerPropNotify(player, PlayerProperty.PROP_CUR_PERSIST_STAMINA));
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Grasscutter.getLogger().debug(player.getProperty(PlayerProperty.PROP_CUR_PERSIST_STAMINA) + "/" + player.getProperty(PlayerProperty.PROP_MAX_STAMINA) + "\t" + currentState + "\t" + "isMoving: " + isPlayerMoving() + "\t" + consumption + "(" + consumption.amount + ")");
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// Grasscutter.getLogger().debug(getCurrentStamina() + "/" + getMaximumStamina() + "\t" + currentState + "\t" + "isMoving: " + isPlayerMoving() + "\t(" + consumption.consumptionType + "," + consumption.amount + ")");
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updateStamina(cachedSession, consumption.amount);
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}
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// tick triggered
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handleDrowning();
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}
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}
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@ -366,4 +330,113 @@ public class MovementManager {
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currentCoordinates.getY(), currentCoordinates.getZ());;
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}
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}
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private Consumption getClimbConsumption() {
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Consumption consumption = new Consumption(ConsumptionType.None);
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if (currentState == MotionState.MOTION_CLIMB) {
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consumption = new Consumption(ConsumptionType.CLIMBING);
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if (previousState != MotionState.MOTION_CLIMB && previousState != MotionState.MOTION_CLIMB_JUMP) {
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consumption = new Consumption(ConsumptionType.CLIMB_START);
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}
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if (!isPlayerMoving()) {
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consumption = new Consumption(ConsumptionType.None);
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}
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}
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if (currentState == MotionState.MOTION_CLIMB_JUMP) {
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if (previousState != MotionState.MOTION_CLIMB_JUMP) {
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consumption = new Consumption(ConsumptionType.CLIMB_JUMP);
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}
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}
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return consumption;
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}
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private Consumption getSwimConsumptions() {
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Consumption consumption = new Consumption(ConsumptionType.None);
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if (currentState == MotionState.MOTION_SWIM_MOVE) {
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consumption = new Consumption(ConsumptionType.SWIMMING);
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}
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if (currentState == MotionState.MOTION_SWIM_DASH) {
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consumption = new Consumption(ConsumptionType.SWIM_DASH_START);
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if (previousState == MotionState.MOTION_SWIM_DASH) {
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consumption = new Consumption(ConsumptionType.SWIM_DASH);
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}
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}
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return consumption;
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}
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private Consumption getRunWalkDashConsumption() {
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Consumption consumption = new Consumption(ConsumptionType.None);
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if (currentState == MotionState.MOTION_DASH_BEFORE_SHAKE) {
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consumption = new Consumption(ConsumptionType.DASH);
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if (previousState == MotionState.MOTION_DASH_BEFORE_SHAKE) {
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// only charge once
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consumption = new Consumption(ConsumptionType.SPRINT);
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}
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}
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if (currentState == MotionState.MOTION_DASH) {
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consumption = new Consumption(ConsumptionType.SPRINT);
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}
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if (currentState == MotionState.MOTION_RUN) {
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consumption = new Consumption(ConsumptionType.RUN);
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}
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if (currentState == MotionState.MOTION_WALK) {
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consumption = new Consumption(ConsumptionType.WALK);
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}
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return consumption;
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}
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private Consumption getFlyConsumption() {
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Consumption consumption = new Consumption(ConsumptionType.FLY);
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HashMap<Integer, Float> glidingCostReduction = new HashMap<>() {{
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put(212301, 0.8f); // Amber
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put(222301, 0.8f); // Venti
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}};
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float reduction = 1;
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for (EntityAvatar entity: cachedSession.getPlayer().getTeamManager().getActiveTeam()) {
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for (int skillId: entity.getAvatar().getProudSkillList()) {
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if (glidingCostReduction.containsKey(skillId)) {
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reduction = glidingCostReduction.get(skillId);
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}
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}
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}
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consumption.amount *= reduction;
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// POWERED_FLY, e.g. wind tunnel
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if (currentState == MotionState.MOTION_POWERED_FLY) {
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consumption = new Consumption(ConsumptionType.POWERED_FLY);
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}
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return consumption;
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}
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private Consumption getStandConsumption() {
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Consumption consumption = new Consumption(ConsumptionType.None);
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if (currentState == MotionState.MOTION_STANDBY) {
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consumption = new Consumption(ConsumptionType.STANDBY);
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}
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if (currentState == MotionState.MOTION_STANDBY_MOVE) {
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consumption = new Consumption(ConsumptionType.STANDBY_MOVE);
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}
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return consumption;
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}
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private Consumption getFightConsumption() {
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Consumption consumption = new Consumption(ConsumptionType.None);
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HashMap<Integer, Integer> fightingCost = new HashMap<>() {{
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put(10013, -1000); // Kamisato Ayaka
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put(10413, -1000); // Mona
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}};
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if (fightingCost.containsKey(skillCasting)) {
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consumption = new Consumption(ConsumptionType.FIGHT, fightingCost.get(skillCasting));
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// only handle once, so reset.
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skillCasting = 0;
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skillCaster = 0;
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}
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return consumption;
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}
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public void notifySkill(int caster, int skillId) {
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skillCaster = caster;
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skillCasting = skillId;
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}
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}
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@ -1151,8 +1151,11 @@ public class Player {
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}
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public void onLogout() {
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// stop stamina calculation
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getMovementManager().resetTimer();
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// force to leave the dungeon
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if(getScene().getSceneType() == SceneType.SCENE_DUNGEON){
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if (getScene().getSceneType() == SceneType.SCENE_DUNGEON) {
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this.getServer().getDungeonManager().exitDungeon(this);
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}
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// Leave world
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@ -16,11 +16,9 @@ public class HandlerEvtDoSkillSuccNotify extends PacketHandler {
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// TODO: Will be used for deducting stamina for charged skills.
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int caster = notify.getCasterId();
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int skill = notify.getSkillId();
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int skillId = notify.getSkillId();
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// Grasscutter.getLogger().warn(caster + "\t" + skill);
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// session.getPlayer().getScene().broadcastPacket(new PacketEvtAvatarStandUpNotify(notify));
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session.getPlayer().getMovementManager().notifySkill(caster, skillId);
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}
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}
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@ -64,25 +64,26 @@ public final class Tools {
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if (availableLangList.size() == 1) {
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return availableLangList.get(0).toUpperCase();
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}
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System.out.println("The following languages mappings are available, please select one: [default: EN]");
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String groupedLangList = "> ";
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String stagedMessage = "";
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stagedMessage += "The following languages mappings are available, please select one: [default: EN]\n";
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String groupedLangList = ">\t";
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int groupedLangCount = 0;
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String input = "";
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for (String availableLanguage: availableLangList){
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groupedLangCount++;
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groupedLangList = groupedLangList + "" + availableLanguage + "\t";
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if (groupedLangCount == 6) {
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System.out.println(groupedLangList);
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stagedMessage += groupedLangList + "\n";
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groupedLangCount = 0;
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groupedLangList = "> ";
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groupedLangList = ">\t";
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}
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}
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if (groupedLangCount > 0) {
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System.out.println(groupedLangList);
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stagedMessage += groupedLangList + "\n";
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}
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System.out.print("\nYour choice:[EN] ");
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input = new BufferedReader(new InputStreamReader(System.in)).readLine();
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stagedMessage += "\nYour choice:[EN] ";
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input = Grasscutter.getConsole().readLine(stagedMessage);
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if (availableLangList.contains(input.toLowerCase())) {
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return input.toUpperCase();
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}
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@ -249,6 +250,6 @@ final class ToolsWithLanguageOption {
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writer.println("}\n}");
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}
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Grasscutter.getLogger().info("Mappings generated!");
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Grasscutter.getLogger().info("Mappings generated to " + location + " !");
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}
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}
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|
298
src/main/resources/languages/zh-CN.json
Normal file
298
src/main/resources/languages/zh-CN.json
Normal file
@ -0,0 +1,298 @@
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{
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"messages": {
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"game": {
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"port_bind": "游戏服务器已在端口 %s 上启动",
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"connect": "客户端已连接至 %s",
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"disconnect": "客户端 %s 已断开连接",
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"game_update_error": "游戏更新时发生错误",
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"command_error": "命令发生错误:"
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},
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"dispatch": {
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"port_bind": "[Dispatch] 服务器已在端口 %s 上启动",
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"request": "[Dispatch] 客户端 %s 请求: %s %s",
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"keystore": {
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"general_error": "[Dispatch] 加载 keystore 文件时发生错误!",
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"password_error": "[Dispatch] 加载 keystore 失败。正在尝试使用预设的 keystore 密码...",
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"no_keystore_error": "[Dispatch] 未找到 SSL 证书!已降级到 HTTP 服务器",
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"default_password": "[Dispatch] 默认的 keystore 密码加载成功。请考虑将 config.json 的默认密码设置为 123456"
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},
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"no_commands_error": "此命令不适用于 Dispatch-only 模式",
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"unhandled_request_error": "[Dispatch] 潜在的未处理请求 %s 请求:%s",
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"account": {
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"login_attempt": "[Dispatch] 客户端 %s 正在尝试登录",
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"login_success": "[Dispatch] 客户端 %s 已登录,UID为 %s",
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"login_token_attempt": "[Dispatch] 客户端 %s 正在尝试使用令牌登录",
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"login_token_error": "[Dispatch] 客户端 %s 使用令牌登录失败",
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"login_token_success": "[Dispatch] 客户端 %s 已通过令牌登录,UID为 %s",
|
||||
"combo_token_success": "[Dispatch] 客户端 %s 交换令牌成功",
|
||||
"combo_token_error": "[Dispatch] 客户端 %s 交换令牌失败",
|
||||
"account_login_create_success": "[Dispatch] 客户端 %s 登录失败: 已注册UID为 %s 的账号",
|
||||
"account_login_create_error": "[Dispatch] 客户端 %s 登录失败:账号创建失败。",
|
||||
"account_login_exist_error": "[Dispatch] 客户端 %s 登录失败:账号不存在",
|
||||
"account_cache_error": "游戏账号缓存信息错误",
|
||||
"session_key_error": "交换秘钥不符。",
|
||||
"username_error": "未找到此用户名。",
|
||||
"username_create_error": "未找到用户名,建立连接失败。"
|
||||
}
|
||||
},
|
||||
"status": {
|
||||
"free_software": "Grasscutter 是免费开源软件。如果你是付费购买的,那已经被骗了。Github:https://github.com/Grasscutters/Grasscutter",
|
||||
"starting": "正在启动 Grasscutter...",
|
||||
"shutdown": "正在关闭...",
|
||||
"done": "加載完成!输入 \"help\" 查看命令列表",
|
||||
"error": "发生了一个错误。",
|
||||
"welcome": "欢迎使用 Grasscutter",
|
||||
"run_mode_error": "无效的服务器运行模式: %s。",
|
||||
"run_mode_help": "服务器运行模式必须为 HYBRID、DISPATCH_ONLY 或 GAME_ONLY。Grasscutter 启动失败...",
|
||||
"create_resources": "正在创建 resources 目录...",
|
||||
"resources_error": "请将 BinOutput 和 ExcelBinOutput 复制到 resources 目录。"
|
||||
}
|
||||
},
|
||||
"commands": {
|
||||
"generic": {
|
||||
"not_specified": "没有指定命令。",
|
||||
"unknown_command": "未知的命令:%s",
|
||||
"permission_error": "您没有执行此命令的权限。",
|
||||
"console_execute_error": "此命令只能在服务器控制台执行。",
|
||||
"player_execute_error": "此命令只能在游戏内执行。",
|
||||
"command_exist_error": "找不到命令。",
|
||||
"invalid": {
|
||||
"amount": "无效的 数量.",
|
||||
"artifactId": "无效的圣遗物ID。",
|
||||
"avatarId": "无效的角色ID。",
|
||||
"avatarLevel": "无效的角色等級。",
|
||||
"entityId": "无效的实体ID。",
|
||||
"itemId": "无效的物品ID。",
|
||||
"itemLevel": "无效的物品等級。",
|
||||
"itemRefinement": "无效的物品精炼等级。",
|
||||
"playerId": "无效的玩家ID。",
|
||||
"uid": "无效的UID。"
|
||||
}
|
||||
},
|
||||
"execution": {
|
||||
"uid_error": "无效的UID。",
|
||||
"player_exist_error": "用户不存在。",
|
||||
"player_offline_error": "玩家已离线。",
|
||||
"item_id_error": "无效的物品ID。.",
|
||||
"item_player_exist_error": "无效的物品/玩家UID。",
|
||||
"entity_id_error": "无效的实体ID。",
|
||||
"player_exist_offline_error": "玩家不存在或已离线。",
|
||||
"argument_error": "无效的参数。",
|
||||
"clear_target": "目标已清除.",
|
||||
"set_target": "随后的的命令都会以@%s为预设。",
|
||||
"need_target": "此命令需要一个目标 UID。添加 <@UID> 参数或使用 /target @UID 来设定持久目标。"
|
||||
},
|
||||
"status": {
|
||||
"enabled": "已启用",
|
||||
"disabled": "未启用",
|
||||
"help": "帮助",
|
||||
"success": "成功"
|
||||
},
|
||||
"account": {
|
||||
"modify": "修改使用者账号",
|
||||
"invalid": "无效的UID。",
|
||||
"exists": "账号已存在。",
|
||||
"create": "已建立账号,UID 为 %s 。",
|
||||
"delete": "账号已刪除。",
|
||||
"no_account": "账号不存在。",
|
||||
"command_usage": "用法:account <create|delete> <username> [uid]"
|
||||
},
|
||||
"broadcast": {
|
||||
"command_usage": "用法:broadcast <消息>",
|
||||
"message_sent": "公告已发送。"
|
||||
},
|
||||
"changescene": {
|
||||
"usage": "用法:changescene <scene id>",
|
||||
"already_in_scene": "你已经在这个秘境中了。",
|
||||
"success": "已切换至秘境 %s.",
|
||||
"exists_error": "此秘境不存在。"
|
||||
},
|
||||
"clear": {
|
||||
"command_usage": "用法: clear <all|wp|art|mat>",
|
||||
"weapons": "已将 %s 的武器清空。",
|
||||
"artifacts": "已将 %s 的圣遗物清空。",
|
||||
"materials": "已将 %s 的材料清空。",
|
||||
"furniture": "已将 %s 的尘歌壶家具清空。",
|
||||
"displays": "已清除 %s 的显示。",
|
||||
"virtuals": "已将 %s 的所有货币和经验值清空。",
|
||||
"everything": "已将 %s 的所有物品清空。"
|
||||
},
|
||||
"coop": {
|
||||
"usage": "用法:coop <playerId> <target playerId>",
|
||||
"success": "已召唤 %s 到 %s的世界"
|
||||
},
|
||||
"enter_dungeon": {
|
||||
"usage": "用法:enterdungeon <dungeon id>",
|
||||
"changed": "已进入秘境 %s",
|
||||
"not_found_error": "此秘境不存在。",
|
||||
"in_dungeon_error": "你已经在秘境中了。"
|
||||
},
|
||||
"giveAll": {
|
||||
"usage": "用法:giveall [player] [amount]",
|
||||
"started": "正在给予全部物品...",
|
||||
"success": "已给予全部物品。",
|
||||
"invalid_amount_or_playerId": "无效的数量/玩家ID。"
|
||||
},
|
||||
"giveArtifact": {
|
||||
"usage": "用法:giveart|gart [player] <artifactId> <mainPropId> [<appendPropId>[,<times>]]... [level]",
|
||||
"id_error": "无效的圣遗物ID。",
|
||||
"success": "已将 %s 给予 %s。"
|
||||
},
|
||||
"giveChar": {
|
||||
"usage": "用法:givechar <player> <itemId|itemName> [amount]",
|
||||
"given": "Given %s with level %s to %s.",
|
||||
"invalid_avatar_id": "无效的角色ID。",
|
||||
"invalid_avatar_level": "无效的角色等級。.",
|
||||
"invalid_avatar_or_player_id": "无效的角色ID/玩家ID。"
|
||||
},
|
||||
"give": {
|
||||
"usage": "用法:give <player> <itemId|itemName> [amount] [level] [refinement]",
|
||||
"refinement_only_applicable_weapons": "精炼等级参数仅在武器上可用",
|
||||
"refinement_must_between_1_and_5": "精炼等级必须在 1 到 5 之间。",
|
||||
"given": "已将 %s 个 %s 给予 %s。",
|
||||
"given_with_level_and_refinement": "已将 %s [等級%s, 精炼%s] %s个给予 %s",
|
||||
"given_level": "已将 %s 等级 %s %s 个给予 %s"
|
||||
},
|
||||
"godmode": {
|
||||
"success": "上帝模式被设置为 %s 。 [用户:%s]"
|
||||
},
|
||||
"heal": {
|
||||
"success": "所有角色已被治疗。"
|
||||
},
|
||||
"kick": {
|
||||
"player_kick_player": "玩家 [%s:%s] 已将 [%s:%s] 踢出",
|
||||
"server_kick_player": "正在踢出玩家 [%s:%s]"
|
||||
},
|
||||
"kill": {
|
||||
"usage": "用法:killall [playerUid] [sceneId]",
|
||||
"scene_not_found_in_player_world": "未在玩家世界中找到此场景",
|
||||
"kill_monsters_in_scene": "已杀死 %s 个怪物。 [场景ID: %s]"
|
||||
},
|
||||
"killCharacter": {
|
||||
"usage": "用法:/killcharacter [playerId]",
|
||||
"success": "已杀死 %s 目前使用的角色。"
|
||||
},
|
||||
"list": {
|
||||
"message": "目前在线人数:%s"
|
||||
},
|
||||
"permission": {
|
||||
"usage": "用法:permission <add|remove> <username> <permission>",
|
||||
"add": "已设置权限。",
|
||||
"has_error": "此玩家已拥有此权限!",
|
||||
"remove": "权限已移除。",
|
||||
"not_have_error": "此玩家未拥有权限!",
|
||||
"account_error": "账号不存在!"
|
||||
},
|
||||
"position": {
|
||||
"success": "坐标:%.3f, %.3f, %.3f\n场景ID:%d"
|
||||
},
|
||||
"reload": {
|
||||
"reload_start": "正在重载配置文件和数据。",
|
||||
"reload_done": "重装完毕。"
|
||||
},
|
||||
"resetConst": {
|
||||
"reset_all": "重置所有角色的命座。",
|
||||
"success": "已重置 %s 的命座,重新登录后将会生效。"
|
||||
},
|
||||
"resetShopLimit": {
|
||||
"usage": "用法:/resetshop <player id>"
|
||||
},
|
||||
"sendMail": {
|
||||
"usage": "用法:give [player] <itemId|itemName> [amount]",
|
||||
"user_not_exist": "ID '%s' 的使用者不存在。",
|
||||
"start_composition": "发送邮件流程。\n请使用`/send <标题>`前进到下一步。\n你可以在任何时间使用`/sendmail stop`来停止发送。",
|
||||
"templates": "邮件模板尚未实装...",
|
||||
"invalid_arguments": "无效的参数。\n指令使用方法 `/sendmail <userId|all|help> [templateId]`",
|
||||
"send_cancel": "取消发送邮件",
|
||||
"send_done": "已将邮件给 %s!",
|
||||
"send_all_done": "邮件已发送给所有人!",
|
||||
"not_composition_end": "现在邮件发送未到最后阶段。\n请使用 `/sendmail %s` 继续发送邮件,或使用 `/sendmail stop` 来停止发送邮件。",
|
||||
"please_use": "请使用 `/sendmail %s`",
|
||||
"set_title": "成功将邮件标题设置为 '%s'。\n使用 '/sendmail <content>' 来设置邮件内容。",
|
||||
"set_contents": "成功将'%s'设置为邮件内容。\n使用 '/sendmail <发件人>' 来设置发件人。",
|
||||
"set_message_sender": "发件人已设置为 '%s'。\n使用 '/sendmail <itemId|itemName|finish> [amount] [level]' 来添加附件。",
|
||||
"send": "已添加 %s 个 %s (等級为 %s) 邮件附件。\n如果没有要继续添加的道具请使用 `/sendmail finish` 来完成邮件发送。",
|
||||
"invalid_arguments_please_use": "错误的参数 \n请使用 `/sendmail %s`",
|
||||
"title": "<标题>",
|
||||
"message": "<正文>",
|
||||
"sender": "<发件人>",
|
||||
"arguments": "<itemId|itemName|finish> [数量] [等级]",
|
||||
"error": "错误:无效的编写阶段 %s。需要 StackTrace 请查看服务器控制台。"
|
||||
},
|
||||
"sendMessage": {
|
||||
"usage": "用法:sendmessage <player> <message>",
|
||||
"success": "消息已发送。"
|
||||
},
|
||||
"setFetterLevel": {
|
||||
"usage": "用法:setfetterlevel <level>",
|
||||
"range_error": "好感度等级必须在 0 到 10 之间。",
|
||||
"fetter_set_level": "好感度已设置为 %s 级",
|
||||
"level_error": "无效的好感度等级。"
|
||||
},
|
||||
"setStats": {
|
||||
"usage_console": "用法:setstats|stats @<UID> <stat> <value>",
|
||||
"usage_ingame": "用法:setstats|stats [@UID] <stat> <value>",
|
||||
"help_message": "\n\t可使用的数据类型:hp (生命值)| maxhp (最大生命值) | def(防御力) | atk (攻击力)| em (元素精通) | er (元素充能效率) | crate(暴击率) | cdmg (暴击伤害)| cdr (冷却缩减) | heal(治疗加成)| heali (受治疗加成)| shield (护盾强效)| defi (无视防御)\n\t(cont.) 元素伤害:epyro (火) | ecryo (冰) | ehydro (水) | egeo (岩) | edendro (草) | eelectro (雷) | ephys (物理)(cont.) 元素抗性:respyro (火) | rescryo (冰) | reshydro (水) | resgeo (岩) | resdendro (草) | reselectro (雷) | resphys (物理)\n",
|
||||
"value_error": "无效的数据值。",
|
||||
"uid_error": "无效的UID。",
|
||||
"player_error": "玩家不存在或已离线。",
|
||||
"set_self": "%s 已经设置为 %s。",
|
||||
"set_for_uid": "%s 的使用者 %s 更改为 %s。",
|
||||
"set_max_hp": "最大生命值更改为 %s。"
|
||||
},
|
||||
"setWorldLevel": {
|
||||
"usage": "用法:setworldlevel <level>",
|
||||
"value_error": "世界等级必须设置在0-8之间。",
|
||||
"success": "已将世界等级设为%s。",
|
||||
"invalid_world_level": "无效的世界等级。"
|
||||
},
|
||||
"spawn": {
|
||||
"usage": "用法:spawn <entityId> [amount] [level(仅限怪物]",
|
||||
"success": "已生成 %s 个 %s。"
|
||||
},
|
||||
"stop": {
|
||||
"success": "正在关闭服务器..."
|
||||
},
|
||||
"talent": {
|
||||
"usage_1": "设置天赋等级:/talent set <talentID> <value>",
|
||||
"usage_2": "另一种设置天赋等级的命令使用方法:/talent <n or e or q> <value>",
|
||||
"usage_3": "获取天赋ID指令用法:/talent getid",
|
||||
"lower_16": "无效的天赋等级,天赋等级应低于16。",
|
||||
"set_id": "将天赋等级设为 %s。",
|
||||
"set_atk": "将普通攻击等级设为 %s。",
|
||||
"set_e": "设定天赋E等级为 %s。",
|
||||
"set_q": "设定天赋Q等级为 %s。",
|
||||
"invalid_skill_id": "无效的技能ID。",
|
||||
"set_this": "将天赋等级设为 %s。",
|
||||
"invalid_level": "无效的天赋等级。",
|
||||
"normal_attack_id": "普通攻击的 ID 为 %s。",
|
||||
"e_skill_id": "E技能ID %s。",
|
||||
"q_skill_id": "Q技能ID %s。"
|
||||
},
|
||||
"teleportAll": {
|
||||
"success": "已将全部玩家传送到你的位置",
|
||||
"error": "命令仅限多人游戏使用。"
|
||||
},
|
||||
"teleport": {
|
||||
"usage_server": "用法:/tp @<player id> <x> <y> <z> [scene id]",
|
||||
"usage": "用法:/tp [@<player id>] <x> <y> <z> [scene id]",
|
||||
"specify_player_id": "你必须指定一个玩家ID。",
|
||||
"invalid_position": "无效的位置。",
|
||||
"success": "传送 %s 到坐标 %s,%s,%s,场景为 %s"
|
||||
},
|
||||
"weather": {
|
||||
"usage": "用法:weather <weatherId> [climateId]",
|
||||
"success": "已将当前天气设定为 %s,气候则为 %s。",
|
||||
"invalid_id": "无效的ID。"
|
||||
},
|
||||
"drop": {
|
||||
"command_usage": "用法:drop <itemId|itemName> [amount]",
|
||||
"success": "已將 %s x %s 丟在附近。"
|
||||
},
|
||||
"help": {
|
||||
"usage": "用法:",
|
||||
"aliases": "別名:",
|
||||
"available_commands": "可用指令:"
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user