Add SetProp Translates

This commit is contained in:
2023-05-13 23:49:55 +08:00
parent 196b56ab71
commit 04ec214714
18 changed files with 1400 additions and 670 deletions

View File

@ -135,7 +135,7 @@ namespace GrasscutterTools.Forms
Resources.PageQuestTitle,
Resources.PageSceneTitle,
Resources.PageAchievementTitle,
"属性",
Resources.PageProperty,
Resources.PageAboutTitle,
});
}

View File

@ -21,7 +21,7 @@ using System.Collections.Generic;
namespace GrasscutterTools.Game.Props
{
internal readonly struct PlayerProperty
internal class PlayerProperty
{
public static List<PlayerProperty> Values { get; } = new List<PlayerProperty> {
new PlayerProperty("EXP", 0),
@ -30,41 +30,28 @@ namespace GrasscutterTools.Game.Props
new PlayerProperty("SATIATION_PENALTY_TIME"),
new PlayerProperty("LEVEL", 0, 90),
new PlayerProperty("LAST_CHANGE_AVATAR_TIME"),
new PlayerProperty("MAX_SPRING_VOLUME", 0, 8_500_000,
description: "Maximum volume of the Statue of the Seven for the player [0, 8500000]"),
new PlayerProperty("CUR_SPRING_VOLUME", true,
description: "Current volume of the Statue of the Seven [0, MAX_SPRING_VOLUME]"),
new PlayerProperty("IS_SPRING_AUTO_USE", 0, 1,
description: "Auto HP recovery when approaching the Statue of the Seven [0, 1]"),
new PlayerProperty("SPRING_AUTO_USE_PERCENT", 0, 100,
description: "Auto HP recovery percentage [0, 100]"),
new PlayerProperty("IS_FLYABLE", 0, 1,
description: "Are you in a state that disables your flying ability? e.g. new player [0, 1]"),
new PlayerProperty("MAX_SPRING_VOLUME", 0, 8_500_000, description: "Maximum volume of the Statue of the Seven for the player [0, 8500000]"),
new PlayerProperty("CUR_SPRING_VOLUME", description: "Current volume of the Statue of the Seven [0, MAX_SPRING_VOLUME]"),
new PlayerProperty("IS_SPRING_AUTO_USE", 0, 1, description: "Auto HP recovery when approaching the Statue of the Seven [0, 1]"),
new PlayerProperty("SPRING_AUTO_USE_PERCENT", 0, 100, description: "Auto HP recovery percentage [0, 100]"),
new PlayerProperty("IS_FLYABLE", 0, 1, description: "Are you in a state that disables your flying ability? e.g. new player [0, 1]"),
new PlayerProperty("IS_WEATHER_LOCKED", 0, 1),
new PlayerProperty("IS_GAME_TIME_LOCKED", 0, 1),
new PlayerProperty("IS_TRANSFERABLE", 0, 1),
new PlayerProperty("MAX_STAMINA", 0, 24_000,
description: "Maximum stamina of the player (0 - 24000)"),
new PlayerProperty("CUR_PERSIST_STAMINA", true,
description: "Used stamina of the player (0 - MAX_STAMINA)"),
new PlayerProperty("MAX_STAMINA", 0, 24_000, description: "Maximum stamina of the player (0 - 24000)"),
new PlayerProperty("CUR_PERSIST_STAMINA", description: "Used stamina of the player (0 - MAX_STAMINA)"),
new PlayerProperty("CUR_TEMPORARY_STAMINA"),
new PlayerProperty("PLAYER_LEVEL", 1, 60),
new PlayerProperty("PLAYER_EXP"),
new PlayerProperty("PLAYER_HCOIN", description: "Primogem (-inf, +inf)"),
// It is known that Mihoyo will make Primogem negative in the cases that a player spends
// his gems and then got a money refund, so negative is allowed.
new PlayerProperty("PLAYER_HCOIN", description: "Primogem (-inf, +inf)"), // It is known that Mihoyo will make Primogem negative in the cases that a player spends his gems and then got a money refund, so negative is allowed.
new PlayerProperty("PLAYER_SCOIN", 0, description: "Mora [0, +inf)"),
new PlayerProperty("PLAYER_MP_SETTING_TYPE", 0, 2,
description: "Do you allow other players to join your game? [0=no 1=direct 2=approval]"),
new PlayerProperty("IS_MP_MODE_AVAILABLE", 0, 1,
description: "0 if in quest or something that disables MP [0, 1]"),
new PlayerProperty("PLAYER_MP_SETTING_TYPE", 0, 2, description: "Do you allow other players to join your game? [0=no 1=direct 2=approval]"),
new PlayerProperty("IS_MP_MODE_AVAILABLE", 0, 1, description: "0 if in quest or something that disables MP [0, 1]"),
new PlayerProperty("PLAYER_WORLD_LEVEL", 0, 8, description: "[0, 8]"),
new PlayerProperty("PLAYER_RESIN", 0, 2000,
description: "Original Resin [0, 2000] - note that values above 160 require refills"),
new PlayerProperty("PLAYER_RESIN", 0, 2000, description: "Original Resin [0, 2000] - note that values above 160 require refills"),
new PlayerProperty("PLAYER_WAIT_SUB_HCOIN"),
new PlayerProperty("PLAYER_WAIT_SUB_SCOIN"),
new PlayerProperty("IS_ONLY_MP_WITH_PS_PLAYER", 0, 1,
description: "Is only MP with PlayStation players? [0, 1]"),
new PlayerProperty("IS_ONLY_MP_WITH_PS_PLAYER", 0, 1, description: "Is only MP with PlayStation players? [0, 1]"),
new PlayerProperty("PLAYER_MCOIN", description: "Genesis Crystal (-inf, +inf) see 10015"),
new PlayerProperty("PLAYER_WAIT_SUB_MCOIN"),
new PlayerProperty("PLAYER_LEGENDARY_KEY", 0),
@ -82,22 +69,17 @@ namespace GrasscutterTools.Game.Props
};
public string Id { get; }
public string Name { get; set; }
public int Min { get; }
public int Max { get; }
public bool DynamicRange { get; }
public string Description { get; }
public string Description { get; set; }
private PlayerProperty(string id, int min = int.MinValue, int max = int.MaxValue, bool dynamicRange = false, string description = "")
private PlayerProperty(string id, int min = int.MinValue, int max = int.MaxValue, string description = "")
{
Id = id;
Min = min;
Max = max;
DynamicRange = dynamicRange;
Description = description;
}
private PlayerProperty(string id, bool dynamicRange, string description = "") : this(id, int.MinValue, int.MaxValue, dynamicRange, description)
{
}
}
}

View File

@ -532,9 +532,15 @@
<EmbeddedResource Include="Pages\PageScene.zh-TW.resx">
<DependentUpon>PageScene.cs</DependentUpon>
</EmbeddedResource>
<EmbeddedResource Include="Pages\PageSetProp.en-US.resx">
<DependentUpon>PageSetProp.cs</DependentUpon>
</EmbeddedResource>
<EmbeddedResource Include="Pages\PageSetProp.resx">
<DependentUpon>PageSetProp.cs</DependentUpon>
</EmbeddedResource>
<EmbeddedResource Include="Pages\PageSetProp.ru-RU.resx">
<DependentUpon>PageSetProp.cs</DependentUpon>
</EmbeddedResource>
<EmbeddedResource Include="Pages\PageSetProp.zh-TW.resx">
<DependentUpon>PageSetProp.cs</DependentUpon>
</EmbeddedResource>
@ -632,6 +638,7 @@
<Content Include="Resources\en-us\Gadget.txt" />
<Content Include="Resources\en-us\Item.txt" />
<Content Include="Resources\en-us\Monsters.txt" />
<Content Include="Resources\en-us\PlayerProperty.txt" />
<Content Include="Resources\en-us\Quest.txt" />
<Content Include="Resources\en-us\Scene.txt" />
<Content Include="Resources\en-us\ShopType.txt" />
@ -651,6 +658,7 @@
<Content Include="Resources\ru-ru\Gadget.txt" />
<Content Include="Resources\ru-ru\Item.txt" />
<Content Include="Resources\ru-ru\Monsters.txt" />
<Content Include="Resources\ru-ru\PlayerProperty.txt" />
<Content Include="Resources\ru-ru\Quest.txt" />
<Content Include="Resources\ru-ru\Scene.txt" />
<Content Include="Resources\ru-ru\ShopType.txt" />
@ -675,6 +683,7 @@
<Content Include="Resources\zh-cn\Gadget.txt" />
<Content Include="Resources\zh-cn\Item.txt" />
<Content Include="Resources\zh-cn\Monsters.txt" />
<Content Include="Resources\zh-cn\PlayerProperty.txt" />
<Content Include="Resources\zh-cn\Quest.txt" />
<Content Include="Resources\zh-cn\Scene.txt" />
<Content Include="Resources\zh-cn\ShopType.txt" />
@ -691,6 +700,7 @@
<Content Include="Resources\zh-tw\GachaBennerPrefab.txt" />
<Content Include="Resources\zh-tw\Item.txt" />
<Content Include="Resources\zh-tw\Monsters.txt" />
<Content Include="Resources\zh-tw\PlayerProperty.txt" />
<Content Include="Resources\zh-tw\Quest.txt" />
<Content Include="Resources\zh-tw\Scene.txt" />
<Content Include="Resources\zh-tw\ShopType.txt" />

View File

@ -31,10 +31,10 @@
System.ComponentModel.ComponentResourceManager resources = new System.ComponentModel.ComponentResourceManager(typeof(PageSetProp));
this.LblWorldLevel = new System.Windows.Forms.Label();
this.NUDWorldLevel = new System.Windows.Forms.NumericUpDown();
this.LblBPLevel = new System.Windows.Forms.Label();
this.NUDBPLevel = new System.Windows.Forms.NumericUpDown();
this.LblTowerLevel = new System.Windows.Forms.Label();
this.NUDTowerLevel = new System.Windows.Forms.NumericUpDown();
this.LblBPLevel = new System.Windows.Forms.Label();
this.NUDBPLevel = new System.Windows.Forms.NumericUpDown();
this.LblGodMode = new System.Windows.Forms.Label();
this.LblUnlimitedStamina = new System.Windows.Forms.Label();
this.LblUnlimitedEnergy = new System.Windows.Forms.Label();
@ -57,8 +57,8 @@
this.BtnPlayerPropertyOn = new System.Windows.Forms.Button();
this.LblPlayerPropertyDesc = new System.Windows.Forms.Label();
((System.ComponentModel.ISupportInitialize)(this.NUDWorldLevel)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.NUDBPLevel)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.NUDTowerLevel)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.NUDBPLevel)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.NUDOpenStateValue)).BeginInit();
((System.ComponentModel.ISupportInitialize)(this.NUDPlayerPropertyValue)).BeginInit();
this.SuspendLayout();
@ -85,28 +85,6 @@
this.NUDWorldLevel.ValueChanged += new System.EventHandler(this.NUDWorldLevel_ValueChanged);
this.NUDWorldLevel.Click += new System.EventHandler(this.NUDWorldLevel_ValueChanged);
//
// LblBPLevel
//
resources.ApplyResources(this.LblBPLevel, "LblBPLevel");
this.LblBPLevel.Name = "LblBPLevel";
//
// NUDBPLevel
//
resources.ApplyResources(this.NUDBPLevel, "NUDBPLevel");
this.NUDBPLevel.Maximum = new decimal(new int[] {
12,
0,
0,
0});
this.NUDBPLevel.Name = "NUDBPLevel";
this.NUDBPLevel.Value = new decimal(new int[] {
12,
0,
0,
0});
this.NUDBPLevel.ValueChanged += new System.EventHandler(this.NUDBPLevel_ValueChanged);
this.NUDBPLevel.Click += new System.EventHandler(this.NUDBPLevel_ValueChanged);
//
// LblTowerLevel
//
resources.ApplyResources(this.LblTowerLevel, "LblTowerLevel");
@ -116,18 +94,40 @@
//
resources.ApplyResources(this.NUDTowerLevel, "NUDTowerLevel");
this.NUDTowerLevel.Maximum = new decimal(new int[] {
50,
12,
0,
0,
0});
this.NUDTowerLevel.Name = "NUDTowerLevel";
this.NUDTowerLevel.Value = new decimal(new int[] {
12,
0,
0,
0});
this.NUDTowerLevel.ValueChanged += new System.EventHandler(this.NUDBPLevel_ValueChanged);
this.NUDTowerLevel.Click += new System.EventHandler(this.NUDBPLevel_ValueChanged);
//
// LblBPLevel
//
resources.ApplyResources(this.LblBPLevel, "LblBPLevel");
this.LblBPLevel.Name = "LblBPLevel";
//
// NUDBPLevel
//
resources.ApplyResources(this.NUDBPLevel, "NUDBPLevel");
this.NUDBPLevel.Maximum = new decimal(new int[] {
50,
0,
0,
0});
this.NUDTowerLevel.ValueChanged += new System.EventHandler(this.NUDTowerLevel_ValueChanged);
this.NUDTowerLevel.Click += new System.EventHandler(this.NUDTowerLevel_ValueChanged);
this.NUDBPLevel.Name = "NUDBPLevel";
this.NUDBPLevel.Value = new decimal(new int[] {
50,
0,
0,
0});
this.NUDBPLevel.ValueChanged += new System.EventHandler(this.NUDTowerLevel_ValueChanged);
this.NUDBPLevel.Click += new System.EventHandler(this.NUDTowerLevel_ValueChanged);
//
// LblGodMode
//
@ -241,9 +241,9 @@
//
// CmbPlayerProperty
//
resources.ApplyResources(this.CmbPlayerProperty, "CmbPlayerProperty");
this.CmbPlayerProperty.DropDownStyle = System.Windows.Forms.ComboBoxStyle.DropDownList;
this.CmbPlayerProperty.FormattingEnabled = true;
resources.ApplyResources(this.CmbPlayerProperty, "CmbPlayerProperty");
this.CmbPlayerProperty.Name = "CmbPlayerProperty";
this.CmbPlayerProperty.SelectedIndexChanged += new System.EventHandler(this.CmbPlayerProperty_SelectedIndexChanged);
//
@ -307,16 +307,16 @@
this.Controls.Add(this.LblUnlimitedEnergy);
this.Controls.Add(this.LblUnlimitedStamina);
this.Controls.Add(this.LblGodMode);
this.Controls.Add(this.NUDTowerLevel);
this.Controls.Add(this.LblTowerLevel);
this.Controls.Add(this.NUDBPLevel);
this.Controls.Add(this.LblBPLevel);
this.Controls.Add(this.NUDTowerLevel);
this.Controls.Add(this.LblTowerLevel);
this.Controls.Add(this.NUDWorldLevel);
this.Controls.Add(this.LblWorldLevel);
this.Name = "PageSetProp";
((System.ComponentModel.ISupportInitialize)(this.NUDWorldLevel)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.NUDBPLevel)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.NUDTowerLevel)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.NUDBPLevel)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.NUDOpenStateValue)).EndInit();
((System.ComponentModel.ISupportInitialize)(this.NUDPlayerPropertyValue)).EndInit();
this.ResumeLayout(false);
@ -328,10 +328,10 @@
private System.Windows.Forms.Label LblWorldLevel;
private System.Windows.Forms.NumericUpDown NUDWorldLevel;
private System.Windows.Forms.Label LblBPLevel;
private System.Windows.Forms.NumericUpDown NUDBPLevel;
private System.Windows.Forms.Label LblTowerLevel;
private System.Windows.Forms.NumericUpDown NUDTowerLevel;
private System.Windows.Forms.Label LblBPLevel;
private System.Windows.Forms.NumericUpDown NUDBPLevel;
private System.Windows.Forms.Label LblGodMode;
private System.Windows.Forms.Label LblUnlimitedStamina;
private System.Windows.Forms.Label LblUnlimitedEnergy;

View File

@ -1,7 +1,9 @@
using System;
using System.Globalization;
using System.Linq;
using System.Windows.Forms;
using GrasscutterTools.Game.Props;
using GrasscutterTools.Properties;
namespace GrasscutterTools.Pages
{
@ -16,8 +18,24 @@ namespace GrasscutterTools.Pages
public override void OnLoad()
{
foreach (var line in Resources.PlayerProperty.Split('\n'))
{
try
{
var values = line.Split(':');
var prop = PlayerProperty.Values.Find(it => it.Id == values[0]);
if (prop == null) continue;
prop.Name = values[1].Trim();
var desc = values[2].Trim();
if (!string.IsNullOrEmpty(desc))
prop.Description = desc;
}
catch
{
}
}
CmbPlayerProperty.DataSource = PlayerProperty.Values;
CmbPlayerProperty.DisplayMember = "Id";
CmbPlayerProperty.DisplayMember = "Name";
}
private void NUDWorldLevel_ValueChanged(object sender, EventArgs e)
@ -27,12 +45,12 @@ namespace GrasscutterTools.Pages
private void NUDBPLevel_ValueChanged(object sender, EventArgs e)
{
SetCommand(SetPropPrefix, "bplevel " + NUDBPLevel.Value);
SetCommand(SetPropPrefix, "bplevel " + NUDTowerLevel.Value);
}
private void NUDTowerLevel_ValueChanged(object sender, EventArgs e)
{
SetCommand(SetPropPrefix, "towerlevel " + NUDTowerLevel.Value);
SetCommand(SetPropPrefix, "towerlevel " + NUDBPLevel.Value);
}
private void BtnSetPropButton_Click(object sender, EventArgs e)
@ -54,14 +72,16 @@ namespace GrasscutterTools.Pages
{
if (CmbPlayerProperty.SelectedIndex == -1)
return;
SetCommand(SetPropPrefix, CmbPlayerProperty.Text.ToLower(CultureInfo.CurrentCulture) + " " + NUDPlayerPropertyValue.Value);
var selectedItem = (PlayerProperty)CmbPlayerProperty.SelectedItem;
SetCommand(SetPropPrefix, selectedItem.Id.ToLower(CultureInfo.CurrentCulture) + " " + NUDPlayerPropertyValue.Value);
}
private void BtnPlayerPropertyButton_Click(object sender, EventArgs e)
{
if (CmbPlayerProperty.SelectedIndex == -1)
return;
SetCommand(SetPropPrefix, CmbPlayerProperty.Text.ToLower(CultureInfo.CurrentCulture) + " " + (sender as Button).Tag);
var selectedItem = (PlayerProperty)CmbPlayerProperty.SelectedItem;
SetCommand(SetPropPrefix, selectedItem.Id.ToLower(CultureInfo.CurrentCulture) + " " + (sender as Button).Tag);
}
private void CmbPlayerProperty_SelectedIndexChanged(object sender, EventArgs e)

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@ -0,0 +1,220 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<assembly alias="System.Drawing" name="System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a" />
<data name="LblWorldLevel.Location" type="System.Drawing.Point, System.Drawing">
<value>78, 39</value>
</data>
<data name="LblWorldLevel.Size" type="System.Drawing.Size, System.Drawing">
<value>77, 17</value>
</data>
<data name="LblWorldLevel.Text" xml:space="preserve">
<value>World Level</value>
</data>
<data name="LblTowerLevel.Location" type="System.Drawing.Point, System.Drawing">
<value>78, 68</value>
</data>
<data name="LblTowerLevel.Size" type="System.Drawing.Size, System.Drawing">
<value>77, 17</value>
</data>
<data name="LblTowerLevel.Text" xml:space="preserve">
<value>Tower Level</value>
</data>
<data name="LblBPLevel.Location" type="System.Drawing.Point, System.Drawing">
<value>99, 96</value>
</data>
<data name="LblBPLevel.Text" xml:space="preserve">
<value>BP Level</value>
</data>
<data name="LblGodMode.Location" type="System.Drawing.Point, System.Drawing">
<value>326, 38</value>
</data>
<data name="LblGodMode.Size" type="System.Drawing.Size, System.Drawing">
<value>72, 17</value>
</data>
<data name="LblGodMode.Text" xml:space="preserve">
<value>God Mode</value>
</data>
<data name="LblUnlimitedStamina.Location" type="System.Drawing.Point, System.Drawing">
<value>285, 67</value>
</data>
<data name="LblUnlimitedStamina.Size" type="System.Drawing.Size, System.Drawing">
<value>113, 17</value>
</data>
<data name="LblUnlimitedStamina.Text" xml:space="preserve">
<value>Unlimited Stamina</value>
</data>
<data name="LblUnlimitedEnergy.Location" type="System.Drawing.Point, System.Drawing">
<value>291, 96</value>
</data>
<data name="LblUnlimitedEnergy.Size" type="System.Drawing.Size, System.Drawing">
<value>107, 17</value>
</data>
<data name="LblUnlimitedEnergy.Text" xml:space="preserve">
<value>Unlimited Energy</value>
</data>
<data name="BtnGodModeOn.Text" xml:space="preserve">
<value>On</value>
</data>
<data name="BtnGodModeOff.Text" xml:space="preserve">
<value>Off</value>
</data>
<data name="BtnUnlimitedStaminaOn.Text" xml:space="preserve">
<value>On</value>
</data>
<data name="BtnUnlimitedStaminaOff.Text" xml:space="preserve">
<value>Off</value>
</data>
<data name="BtnUnlimitedEnergyOn.Text" xml:space="preserve">
<value>On</value>
</data>
<data name="BtnUnlimitedEnergyOff.Text" xml:space="preserve">
<value>Off</value>
</data>
<data name="BtnSetOpenState.Text" xml:space="preserve">
<value>Set</value>
</data>
<data name="BtnUnsetOpenState.Text" xml:space="preserve">
<value>Unset</value>
</data>
<data name="BtnUnlockMap.Text" xml:space="preserve">
<value>Unlock Map</value>
</data>
<data name="LblSetPropTitle.Size" type="System.Drawing.Size, System.Drawing">
<value>108, 17</value>
</data>
<data name="LblSetPropTitle.Text" xml:space="preserve">
<value>Set Account Prop</value>
</data>
<data name="LblPlayerProperty.Location" type="System.Drawing.Point, System.Drawing">
<value>58, 184</value>
</data>
<data name="LblPlayerProperty.Size" type="System.Drawing.Size, System.Drawing">
<value>97, 17</value>
</data>
<data name="LblPlayerProperty.Text" xml:space="preserve">
<value>Player Property</value>
</data>
<data name="BtnPlayerPropertyOff.Text" xml:space="preserve">
<value>Off</value>
</data>
<data name="BtnPlayerPropertyOn.Text" xml:space="preserve">
<value>On</value>
</data>
</root>

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,248 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<assembly alias="System.Drawing" name="System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a" />
<data name="LblWorldLevel.Location" type="System.Drawing.Point, System.Drawing">
<value>33, 38</value>
</data>
<data name="LblWorldLevel.Size" type="System.Drawing.Size, System.Drawing">
<value>122, 17</value>
</data>
<data name="LblWorldLevel.Text" xml:space="preserve">
<value>Мировой уровень</value>
</data>
<data name="LblTowerLevel.Location" type="System.Drawing.Point, System.Drawing">
<value>50, 68</value>
</data>
<data name="LblTowerLevel.Size" type="System.Drawing.Size, System.Drawing">
<value>105, 17</value>
</data>
<data name="LblTowerLevel.Text" xml:space="preserve">
<value>Уровень Башни</value>
</data>
<data name="LblBPLevel.Location" type="System.Drawing.Point, System.Drawing">
<value>76, 97</value>
</data>
<data name="LblBPLevel.Size" type="System.Drawing.Size, System.Drawing">
<value>79, 17</value>
</data>
<data name="LblBPLevel.Text" xml:space="preserve">
<value>Уровень BP</value>
</data>
<data name="LblGodMode.Location" type="System.Drawing.Point, System.Drawing">
<value>293, 38</value>
</data>
<data name="LblGodMode.Size" type="System.Drawing.Size, System.Drawing">
<value>105, 17</value>
</data>
<data name="LblGodMode.Text" xml:space="preserve">
<value>Непобедимость</value>
</data>
<data name="LblUnlimitedStamina.Font" type="System.Drawing.Font, System.Drawing">
<value>Microsoft YaHei UI, 8pt</value>
</data>
<data name="LblUnlimitedStamina.Location" type="System.Drawing.Point, System.Drawing">
<value>298, 58</value>
</data>
<data name="LblUnlimitedStamina.Size" type="System.Drawing.Size, System.Drawing">
<value>100, 32</value>
</data>
<data name="LblUnlimitedStamina.Text" xml:space="preserve">
<value>Неограниченная
выносливость</value>
</data>
<data name="LblUnlimitedEnergy.Location" type="System.Drawing.Point, System.Drawing">
<value>257, 96</value>
</data>
<data name="LblUnlimitedEnergy.Size" type="System.Drawing.Size, System.Drawing">
<value>141, 17</value>
</data>
<data name="LblUnlimitedEnergy.Text" xml:space="preserve">
<value>Бесконечная энергия</value>
</data>
<data name="BtnGodModeOn.Text" xml:space="preserve">
<value>Включить</value>
</data>
<data name="BtnGodModeOff.Size" type="System.Drawing.Size, System.Drawing">
<value>80, 23</value>
</data>
<data name="BtnGodModeOff.Text" xml:space="preserve">
<value>Выключить</value>
</data>
<data name="BtnUnlimitedStaminaOn.Text" xml:space="preserve">
<value>Включить</value>
</data>
<data name="BtnUnlimitedStaminaOff.Size" type="System.Drawing.Size, System.Drawing">
<value>80, 23</value>
</data>
<data name="BtnUnlimitedStaminaOff.Text" xml:space="preserve">
<value>Выключить</value>
</data>
<data name="BtnUnlimitedEnergyOn.Text" xml:space="preserve">
<value>Включить</value>
</data>
<data name="BtnUnlimitedEnergyOff.Size" type="System.Drawing.Size, System.Drawing">
<value>80, 23</value>
</data>
<data name="BtnUnlimitedEnergyOff.Text" xml:space="preserve">
<value>Выключить</value>
</data>
<data name="BtnSetOpenState.Location" type="System.Drawing.Point, System.Drawing">
<value>237, 124</value>
</data>
<data name="BtnSetOpenState.Size" type="System.Drawing.Size, System.Drawing">
<value>85, 23</value>
</data>
<data name="BtnSetOpenState.Text" xml:space="preserve">
<value>Установить</value>
</data>
<data name="BtnUnsetOpenState.Text" xml:space="preserve">
<value>Отменить</value>
</data>
<data name="BtnUnlockMap.Location" type="System.Drawing.Point, System.Drawing">
<value>409, 121</value>
</data>
<data name="BtnUnlockMap.Text" xml:space="preserve">
<value>Разблокировать карту</value>
</data>
<data name="LblSetPropTitle.Size" type="System.Drawing.Size, System.Drawing">
<value>227, 17</value>
</data>
<data name="LblSetPropTitle.Text" xml:space="preserve">
<value>Установить атрибут учетной записи</value>
</data>
<data name="LblPlayerProperty.Location" type="System.Drawing.Point, System.Drawing">
<value>43, 184</value>
</data>
<data name="LblPlayerProperty.Size" type="System.Drawing.Size, System.Drawing">
<value>112, 17</value>
</data>
<data name="LblPlayerProperty.Text" xml:space="preserve">
<value>Свойство игрока</value>
</data>
<data name="BtnPlayerPropertyOff.Size" type="System.Drawing.Size, System.Drawing">
<value>80, 23</value>
</data>
<data name="BtnPlayerPropertyOff.Text" xml:space="preserve">
<value>Выключить</value>
</data>
<data name="BtnPlayerPropertyOn.Text" xml:space="preserve">
<value>Включить</value>
</data>
</root>

View File

@ -120,10 +120,10 @@
<data name="LblWorldLevel.Text" xml:space="preserve">
<value>世界等級</value>
</data>
<data name="LblBPLevel.Text" xml:space="preserve">
<data name="LblTowerLevel.Text" xml:space="preserve">
<value>深淵螺旋</value>
</data>
<data name="LblTowerLevel.Text" xml:space="preserve">
<data name="LblBPLevel.Text" xml:space="preserve">
<value>紀行等級</value>
</data>
<data name="LblGodMode.Text" xml:space="preserve">
@ -135,17 +135,40 @@
<data name="LblUnlimitedEnergy.Text" xml:space="preserve">
<value>無限能量</value>
</data>
<data name="BtnGodModeOn.Text" xml:space="preserve">
<value>開</value>
</data>
<data name="BtnGodModeOff.Text" xml:space="preserve">
<value>關</value>
</data>
<data name="BtnUnlimitedStaminaOn.Text" xml:space="preserve">
<value>開</value>
</data>
<data name="BtnUnlimitedStaminaOff.Text" xml:space="preserve">
<value>關</value>
</data>
<data name="BtnUnlimitedEnergyOn.Text" xml:space="preserve">
<value>開</value>
</data>
<data name="BtnUnlimitedEnergyOff.Text" xml:space="preserve">
<value>關</value>
</data>
<data name="BtnSetOpenState.Text" xml:space="preserve">
<value>設定</value>
</data>
<data name="BtnUnlockMap.Text" xml:space="preserve">
<value>點亮地圖</value>
</data>
<assembly alias="System.Drawing" name="System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a" />
<data name="LblSetPropTitle.Size" type="System.Drawing.Size, System.Drawing">
<value>80, 17</value>
</data>
<data name="LblSetPropTitle.Text" xml:space="preserve">
<value>設定帳號屬性</value>
</data>
<data name="LblPlayerProperty.Text" xml:space="preserve">
<value>玩家屬性</value>
</data>
<data name="BtnPlayerPropertyOff.Text" xml:space="preserve">
<value>關</value>
</data>
<data name="BtnPlayerPropertyOn.Text" xml:space="preserve">
<value>開</value>
</data>
</root>

View File

@ -1152,6 +1152,15 @@ namespace GrasscutterTools.Properties {
}
}
/// <summary>
/// 查找类似 属性 的本地化字符串。
/// </summary>
internal static string PageProperty {
get {
return ResourceManager.GetString("PageProperty", resourceCulture);
}
}
/// <summary>
/// 查找类似 任务 的本地化字符串。
/// </summary>
@ -1233,6 +1242,32 @@ namespace GrasscutterTools.Properties {
}
}
/// <summary>
/// 查找类似 EXP:经验:
///BREAK_LEVEL:突破等级:
///SATIATION_VAL:饱食度值:
///SATIATION_PENALTY_TIME:饥饿惩罚时间:
///LEVEL:等级:[0, 90]
///LAST_CHANGE_AVATAR_TIME:最后更换角色的时间:
///MAX_SPRING_VOLUME:神像的最大回血量:
///CUR_SPRING_VOLUME:当前神像剩余回血量:
///IS_SPRING_AUTO_USE:是否靠近神像自动回血:[0, 1]
///SPRING_AUTO_USE_PERCENT:自动回血百分比:[0, 100]
///IS_FLYABLE:是否能飞:是否拥有飞行能力的状态,例如 新玩家没风之翼不能飞行[01]
///IS_WEATHER_LOCKED:是否锁定天气:
///IS_GAME_TIME_LOCKED:是否锁定游戏时间:
///IS_TRANSFERABLE:是否允许传送:
///MAX_STAMINA:最大耐力:玩家的最大耐力[0, 24000]
///CUR_PERSIST_STAMINA:当前使用的耐力:[0, 最大耐力]
///CUR_TEMPORARY_STAMINA:当前临时耐力:
/// [字符串的其余部分被截断]&quot;; 的本地化字符串。
/// </summary>
internal static string PlayerProperty {
get {
return ResourceManager.GetString("PlayerProperty", resourceCulture);
}
}
/// <summary>
/// 查找类似 查询服务端状态失败: 的本地化字符串。
/// </summary>

View File

@ -348,4 +348,10 @@ Improvement suggestions have been submitted, please use caution to send emails t
<data name="PageAchievementTitle" xml:space="preserve">
<value>Achievement</value>
</data>
<data name="PageProperty" xml:space="preserve">
<value>Property</value>
</data>
<data name="PlayerProperty" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\en-us\PlayerProperty.txt;System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089;utf-8</value>
</data>
</root>

View File

@ -363,4 +363,10 @@
<data name="Activity" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\zh-cn\Activity.txt;System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089;utf-8</value>
</data>
<data name="PlayerProperty" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\zh-cn\PlayerProperty.txt;System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089;utf-8</value>
</data>
<data name="PageProperty" xml:space="preserve">
<value>属性</value>
</data>
</root>

View File

@ -336,4 +336,10 @@
<data name="PageAchievementTitle" xml:space="preserve">
<value>Достижение</value>
</data>
<data name="PageProperty" xml:space="preserve">
<value>Свойство</value>
</data>
<data name="PlayerProperty" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\ru-ru\PlayerProperty.txt;System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089;utf-8</value>
</data>
</root>

View File

@ -342,4 +342,10 @@
<data name="PageAchievementTitle" xml:space="preserve">
<value>成就</value>
</data>
<data name="PlayerProperty" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\zh-tw\PlayerProperty.txt;System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089;utf-8</value>
</data>
<data name="PageProperty" xml:space="preserve">
<value>屬性</value>
</data>
</root>

View File

@ -0,0 +1,42 @@
EXP:Exp:
BREAK_LEVEL:Break_level:
SATIATION_VAL:Satiation_val:
SATIATION_PENALTY_TIME:Sative_penality_time:
LEVEL:Level:
LAST_CHANGE_AVATAR_TIME:Last_change_avatar_time:
MAX_SPRING_VOLUME:Max_spring_volume:
CUR_SPRING_VOLUME:Cur_spring_volume:
IS_SPRING_AUTO_USE:Is_spring_auto_use:
SPRING_AUTO_USE_PERCENT:Spring_auto_use_percent:
IS_FLYABLE:Is_flyable:
IS_WEATHER_LOCKED:Is_weather_locked:
IS_GAME_TIME_LOCKED:Is_game_time_locked:
IS_TRANSFERABLE:Is_transferable:
MAX_STAMINA:Max_stamina:
CUR_PERSIST_STAMINA:Cur_persist_stamina:
CUR_TEMPORARY_STAMINA:Cur_temporary_stamina:
PLAYER_LEVEL:Player_level:
PLAYER_EXP:Player_exp:
PLAYER_HCOIN:Player_hcoin:
PLAYER_SCOIN:Player_scoin:
PLAYER_MP_SETTING_TYPE:Player_mp_setting_type:
IS_MP_MODE_AVAILABLE:IS_MP_MODE_AVAILBLE:
PLAYER_WORLD_LEVEL:Player_world_level:
PLAYER_RESIN:Player_resin:
PLAYER_WAIT_SUB_HCOIN:Player_wait_sub_hcoin:
PLAYER_WAIT_SUB_SCOIN:Player_wait_sub_scoin:
IS_ONLY_MP_WITH_PS_PLAYER:Is_only_mp_with_ps_player:
PLAYER_MCOIN:Player_mcoin:
PLAYER_WAIT_SUB_MCOIN:Player_wait_sub_mcoin:
PLAYER_LEGENDARY_KEY:Player_legendary_key:
IS_HAS_FIRST_SHARE:Is_has_first_share:
PLAYER_FORGE_POINT:Player_Forge_point:
CUR_CLIMATE_METER:Cur_clmate_meter:
CUR_CLIMATE_TYPE:Cur_clmate_type:
CUR_CLIMATE_AREA_ID:Cur_clmate_area_id:
CUR_CLIMATE_AREA_CLIMATE_TYPE:CUR_ClImate_area_ClImate_type:
PLAYER_WORLD_LEVEL_LIMIT:Player_WORLD_LEVEL_LIMIT:
PLAYER_WORLD_LEVEL_ADJUST_CD:Player_WORLD_LEVEL_ADJUST_CD:
PLAYER_LEGENDARY_DAILY_TASK_NUM:Player_legendary_daily_task_num:
PLAYER_HOME_COIN:Player_home_coin:
PLAYER_WAIT_SUB_HOME_COIN:Player_wait_sub_home_coin:

View File

@ -0,0 +1,42 @@
EXP:Exp:
BREAK_LEVEL:Break_level:
SATIATION_VAL:Satiation_val:
SATIATION_PENALTY_TIME:Sative_penality_time:
LEVEL:Level:
LAST_CHANGE_AVATAR_TIME:Last_change_avatar_time:
MAX_SPRING_VOLUME:Max_spring_volume:
CUR_SPRING_VOLUME:Cur_spring_volume:
IS_SPRING_AUTO_USE:Is_spring_auto_use:
SPRING_AUTO_USE_PERCENT:Spring_auto_use_percent:
IS_FLYABLE:Is_flyable:
IS_WEATHER_LOCKED:Is_weather_locked:
IS_GAME_TIME_LOCKED:Is_game_time_locked:
IS_TRANSFERABLE:Is_transferable:
MAX_STAMINA:Max_stamina:
CUR_PERSIST_STAMINA:Cur_persist_stamina:
CUR_TEMPORARY_STAMINA:Cur_temporary_stamina:
PLAYER_LEVEL:Player_level:
PLAYER_EXP:Player_exp:
PLAYER_HCOIN:Player_hcoin:
PLAYER_SCOIN:Player_scoin:
PLAYER_MP_SETTING_TYPE:Player_mp_setting_type:
IS_MP_MODE_AVAILABLE:IS_MP_MODE_AVAILBLE:
PLAYER_WORLD_LEVEL:Player_world_level:
PLAYER_RESIN:Player_resin:
PLAYER_WAIT_SUB_HCOIN:Player_wait_sub_hcoin:
PLAYER_WAIT_SUB_SCOIN:Player_wait_sub_scoin:
IS_ONLY_MP_WITH_PS_PLAYER:Is_only_mp_with_ps_player:
PLAYER_MCOIN:Player_mcoin:
PLAYER_WAIT_SUB_MCOIN:Player_wait_sub_mcoin:
PLAYER_LEGENDARY_KEY:Player_legendary_key:
IS_HAS_FIRST_SHARE:Is_has_first_share:
PLAYER_FORGE_POINT:Player_Forge_point:
CUR_CLIMATE_METER:Cur_clmate_meter:
CUR_CLIMATE_TYPE:Cur_clmate_type:
CUR_CLIMATE_AREA_ID:Cur_clmate_area_id:
CUR_CLIMATE_AREA_CLIMATE_TYPE:CUR_ClImate_area_ClImate_type:
PLAYER_WORLD_LEVEL_LIMIT:Player_WORLD_LEVEL_LIMIT:
PLAYER_WORLD_LEVEL_ADJUST_CD:Player_WORLD_LEVEL_ADJUST_CD:
PLAYER_LEGENDARY_DAILY_TASK_NUM:Player_legendary_daily_task_num:
PLAYER_HOME_COIN:Player_home_coin:
PLAYER_WAIT_SUB_HOME_COIN:Player_wait_sub_home_coin:

View File

@ -0,0 +1,42 @@
EXP:经验:
BREAK_LEVEL:突破等级:
SATIATION_VAL:饱食度值:
SATIATION_PENALTY_TIME:饥饿惩罚时间:
LEVEL:等级:[0, 90]
LAST_CHANGE_AVATAR_TIME:最后更换角色的时间:
MAX_SPRING_VOLUME:神像的最大回血量:
CUR_SPRING_VOLUME:当前神像剩余回血量:
IS_SPRING_AUTO_USE:是否靠近神像自动回血:[0, 1]
SPRING_AUTO_USE_PERCENT:自动回血百分比:[0, 100]
IS_FLYABLE:是否能飞:是否拥有飞行能力的状态,例如 新玩家没风之翼不能飞行[01]
IS_WEATHER_LOCKED:是否锁定天气:
IS_GAME_TIME_LOCKED:是否锁定游戏时间:
IS_TRANSFERABLE:是否允许传送:
MAX_STAMINA:最大耐力:玩家的最大耐力[0, 24000]
CUR_PERSIST_STAMINA:当前使用的耐力:[0, 最大耐力]
CUR_TEMPORARY_STAMINA:当前临时耐力:
PLAYER_LEVEL:玩家等级:[1, 60]
PLAYER_EXP:玩家经验值:
PLAYER_HCOIN:原石:
PLAYER_SCOIN:摩拉:
PLAYER_MP_SETTING_TYPE:加入设置:允许其它玩家加入你的游戏吗?[0=禁止 1=直接加入 2=需要同意]
IS_MP_MODE_AVAILABLE:是否允许多人游戏:0表示任务中或因某些原因禁用多人游戏
PLAYER_WORLD_LEVEL:玩家世界等级:[0, 8]
PLAYER_RESIN:原始树脂数量:[0, 2000] 注意超过160的值需要补充
PLAYER_WAIT_SUB_HCOIN:待结算的原石:当玩家需要在游戏中支付虚拟货币以得到某些游戏物品或服务时,在扣款之前需要等待一段时间。下面同理
PLAYER_WAIT_SUB_SCOIN:待结算的摩拉:
IS_ONLY_MP_WITH_PS_PLAYER:仅站内多人:是否仅与站内玩家进行多人游戏?[0, 1]
PLAYER_MCOIN:创世结晶:
PLAYER_WAIT_SUB_MCOIN:待结算创世结晶:
PLAYER_LEGENDARY_KEY:传送钥匙:
IS_HAS_FIRST_SHARE:是否进行了首次分享:抽卡出金首次分享得几个原石那个
PLAYER_FORGE_POINT:锻造点数:锻造 武器/武器升级石的上限 如果我没记错是每周重置 [0300000]
CUR_CLIMATE_METER:当前气候值:
CUR_CLIMATE_TYPE:当前气候类型:
CUR_CLIMATE_AREA_ID:当前气候区域ID:
CUR_CLIMATE_AREA_CLIMATE_TYPE:当前气候区域气候类型:
PLAYER_WORLD_LEVEL_LIMIT:玩家世界等级限制:
PLAYER_WORLD_LEVEL_ADJUST_CD:玩家世界等级调整CD:
PLAYER_LEGENDARY_DAILY_TASK_NUM:玩家一天能接的传说任务数量:
PLAYER_HOME_COIN:尘歌壶洞天宝钱:
PLAYER_WAIT_SUB_HOME_COIN:带结算的尘歌壶洞天宝钱:

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EXP:經驗:
BREAK_LEVEL:突破等級:
SATIATION_VAL:飽食度值:
SATIATION_PENALTY_TIME:飢餓懲罰時間:
LEVEL:等級:[0, 90]
LAST_CHANGE_AVATAR_TIME:最後更換角色的時間:
MAX_SPRING_VOLUME:神像的最大回血量:
CUR_SPRING_VOLUME:當前神像剩餘回血量:
IS_SPRING_AUTO_USE:是否靠近神像自動回血:[0, 1]
SPRING_AUTO_USE_PERCENT:自動回血百分比:[0, 100]
IS_FLYABLE:是否能飛:是否擁有飛行能力的狀態,例如 新玩家沒風之翼不能飛行[01]
IS_WEATHER_LOCKED:是否鎖定天氣:
IS_GAME_TIME_LOCKED:是否鎖定遊戲時間:
IS_TRANSFERABLE:是否允許傳送:
MAX_STAMINA:最大耐力:玩家的最大耐力[0, 24000]
CUR_PERSIST_STAMINA:當前使用的耐力:[0, 最大耐力]
CUR_TEMPORARY_STAMINA:當前臨時耐力:
PLAYER_LEVEL:玩家等級:[1, 60]
PLAYER_EXP:玩家經驗值:
PLAYER_HCOIN:原石:
PLAYER_SCOIN:摩拉:
PLAYER_MP_SETTING_TYPE:加入設置:允許其它玩家加入你的遊戲嗎? [0=禁止 1=直接加入 2=需要同意]
IS_MP_MODE_AVAILABLE:是否允許多人遊戲:0表示任務中或因某些原因禁用多人遊戲
PLAYER_WORLD_LEVEL:玩家世界等級:[0, 8]
PLAYER_RESIN:原始樹脂數量:[0, 2000] 注意超過160的值需要補充
PLAYER_WAIT_SUB_HCOIN:待結算的原石:當玩家需要在遊戲中支付虛擬貨幣以得到某些遊戲物品或服務時,在扣款之前需要等待一段時間。下面同理
PLAYER_WAIT_SUB_SCOIN:待結算的摩拉:
IS_ONLY_MP_WITH_PS_PLAYER:僅站內多人:是否僅與站內玩家進行多人遊戲? [0, 1]
PLAYER_MCOIN:創世結晶:
PLAYER_WAIT_SUB_MCOIN:待結算創世結晶:
PLAYER_LEGENDARY_KEY:傳送鑰匙:
IS_HAS_FIRST_SHARE:是否進行了首次分享:抽卡出金首次分享得幾個原石那個
PLAYER_FORGE_POINT:鍛造點數:鍛造 武器/武器升級石的上限 如果我沒記錯是每週重置 [0300000]
CUR_CLIMATE_METER:當前氣候值:
CUR_CLIMATE_TYPE:當前氣候類型:
CUR_CLIMATE_AREA_ID:當前氣候區域ID:
CUR_CLIMATE_AREA_CLIMATE_TYPE:當前氣候區域氣候類型:
PLAYER_WORLD_LEVEL_LIMIT:玩家世界等級限制:
PLAYER_WORLD_LEVEL_ADJUST_CD:玩家世界等級調整CD:
PLAYER_LEGENDARY_DAILY_TASK_NUM:玩家一天能接的傳說任務數量:
PLAYER_HOME_COIN:塵歌壺洞天寶錢:
PLAYER_WAIT_SUB_HOME_COIN:帶結算的塵歌壺洞天寶錢: