mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
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256 lines
11 KiB
C#
256 lines
11 KiB
C#
//------------------------------------------------------------------------------
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// <auto-generated>
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// This code was generated by a tool.
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// Runtime Version:4.0.30319.42000
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//
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// Changes to this file may cause incorrect behavior and will be lost if
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// the code is regenerated.
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// </auto-generated>
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//------------------------------------------------------------------------------
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namespace FFXIVClassic_Map_Server.Properties {
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using System;
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/// <summary>
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/// A strongly-typed resource class, for looking up localized strings, etc.
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/// </summary>
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// This class was auto-generated by the StronglyTypedResourceBuilder
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// class via a tool like ResGen or Visual Studio.
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// To add or remove a member, edit your .ResX file then rerun ResGen
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// with the /str option, or rebuild your VS project.
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[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
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[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
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[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
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public class Resources {
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private static global::System.Resources.ResourceManager resourceMan;
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private static global::System.Globalization.CultureInfo resourceCulture;
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[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
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internal Resources() {
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}
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/// <summary>
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/// Returns the cached ResourceManager instance used by this class.
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/// </summary>
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[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
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public static global::System.Resources.ResourceManager ResourceManager {
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get {
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if (object.ReferenceEquals(resourceMan, null)) {
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global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("FFXIVClassic_Map_Server.Properties.Resources", typeof(Resources).Assembly);
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resourceMan = temp;
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}
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return resourceMan;
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}
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}
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/// <summary>
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/// Overrides the current thread's CurrentUICulture property for all
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/// resource lookups using this strongly typed resource class.
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/// </summary>
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[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
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public static global::System.Globalization.CultureInfo Culture {
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get {
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return resourceCulture;
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}
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set {
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resourceCulture = value;
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}
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}
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/// <summary>
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/// Looks up a localized string similar to Adds the specified currency to the current player's inventory
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///
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///*Syntax: givecurrency <quantity>
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/// givecurrency <quantity> <type>
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///<type> is the specific type of currency desired, defaults to gil if no type specified.
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/// </summary>
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public static string CPgivecurrency {
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get {
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return ResourceManager.GetString("CPgivecurrency", resourceCulture);
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}
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}
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/// <summary>
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/// Looks up a localized string similar to Adds the specified items to the current player's inventory
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///
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///*Syntax: giveitem <item id>
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/// giveitem <item id> <quantity>
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/// giveitem <item id> <quantity> <type>
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///<item id> is the item's specific id as defined in the server database
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///<type> is the type as defined in the server database (defaults to standard item if not specified).
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/// </summary>
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public static string CPgiveitem {
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get {
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return ResourceManager.GetString("CPgiveitem", resourceCulture);
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}
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}
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/// <summary>
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/// Looks up a localized string similar to Adds the specified key item to the current player's inventory
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///
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///*Syntax: givekeyitem <item id>
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///<item id> is the key item's specific id as defined in the server database.
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/// </summary>
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public static string CPgivekeyitem {
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get {
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return ResourceManager.GetString("CPgivekeyitem", resourceCulture);
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}
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}
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/// <summary>
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/// Looks up a localized string similar to Use !help(command) for details
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///
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///Available commands:
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///Standard: mypos, music, warp
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///Server Administration: givecurrency, giveitem, givekeyitem, removecurrency, removekeyitem, reloaditems, reloadzones.
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/// </summary>
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public static string CPhelp {
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get {
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return ResourceManager.GetString("CPhelp", resourceCulture);
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}
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}
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/// <summary>
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/// Looks up a localized string similar to Changes the currently playing background music
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///
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///*Syntax: music <music id>
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///<music id> is the key item's specific id as defined in the server database.
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/// </summary>
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public static string CPmusic {
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get {
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return ResourceManager.GetString("CPmusic", resourceCulture);
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}
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}
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/// <summary>
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/// Looks up a localized string similar to Prints out your current location
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///
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///*Note: The X/Y/Z coordinates do not correspond to the coordinates listed in the in-game map, they are based on the underlying game data.
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/// </summary>
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public static string CPmypos {
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get {
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return ResourceManager.GetString("CPmypos", resourceCulture);
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}
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}
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/// <summary>
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/// Looks up a localized string similar to *Syntax: property <value 1> <value 2> <value 3>.
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/// </summary>
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public static string CPproperty {
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get {
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return ResourceManager.GetString("CPproperty", resourceCulture);
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}
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}
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/// <summary>
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/// Looks up a localized string similar to *Syntax: property2 <value 1> <value 2> <value 3>.
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/// </summary>
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public static string CPproperty2 {
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get {
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return ResourceManager.GetString("CPproperty2", resourceCulture);
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}
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}
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/// <summary>
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/// Looks up a localized string similar to Reloads the current item data from the database.
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/// </summary>
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public static string CPreloaditems {
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get {
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return ResourceManager.GetString("CPreloaditems", resourceCulture);
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}
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}
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/// <summary>
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/// Looks up a localized string similar to Reloads the current zone data from the database.
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/// </summary>
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public static string CPreloadzones {
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get {
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return ResourceManager.GetString("CPreloadzones", resourceCulture);
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}
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}
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/// <summary>
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/// Looks up a localized string similar to Removes the specified currency from the current player's inventory
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///
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///*Syntax: removecurrency <quantity>
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/// removecurrency <quantity> <type>
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///<type> is the specific type of currency desired, defaults to gil if no type specified.
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/// </summary>
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public static string CPremovecurrency {
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get {
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return ResourceManager.GetString("CPremovecurrency", resourceCulture);
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}
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}
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/// <summary>
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/// Looks up a localized string similar to Removes the specified items to the current player's inventory
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///
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///*Syntax: removeitem <itemid>
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/// removeitem <itemid> <quantity>
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///<item id> is the item's specific id as defined in the server database.
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/// </summary>
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public static string CPremoveitem {
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get {
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return ResourceManager.GetString("CPremoveitem", resourceCulture);
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}
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}
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/// <summary>
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/// Looks up a localized string similar to Removes the specified key item to the current player's inventory
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///
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///*Syntax: removekeyitem <itemid>
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///<item id> is the key item's specific id as defined in the server database.
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/// </summary>
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public static string CPremovekeyitem {
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get {
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return ResourceManager.GetString("CPremovekeyitem", resourceCulture);
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}
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}
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/// <summary>
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/// Looks up a localized string similar to Server sends a special packet to the client
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///
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///*Syntax: sendpacket <path to packet>
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///<Path to packet> is the path to the packet, starting in <map server install location>\packet.
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/// </summary>
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public static string CPsendpacket {
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get {
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return ResourceManager.GetString("CPsendpacket", resourceCulture);
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}
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}
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/// <summary>
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/// Looks up a localized string similar to Overrides the currently displayed character equipment in a specific slot
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///
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///*Note: Similar to Glamours in FFXIV:ARR, the overridden graphics are purely cosmetic, they do not affect the underlying stats of whatever is equipped on that slot
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///
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///*Syntax: sendpacket <slot> <wid> <eid> <vid> <cid>
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///<w/e/v/c id> are as defined in the client game data.
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/// </summary>
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public static string CPsetgraphic {
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get {
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return ResourceManager.GetString("CPsetgraphic", resourceCulture);
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}
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}
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/// <summary>
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/// Looks up a localized string similar to Teleports the player to the specified location
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///
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///*Syntax: warp <location list>
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/// warp <X coordinate> <Y coordinate> <Z coordinate>
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/// warp <zone id> <X coordinate> <Y coordinate> <Z coordinate>
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/// warp <zone id> <instance> <X coordinate> <Y coordinate> <Z coordinate>
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///<location list> is a pre-defined list of locations from the server database
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///<zone id> is the zone's id as defined in the server database
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///<instance> is an instanced copy of the desired zone that's only visible to the current player.
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/// </summary>
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public static string CPwarp {
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get {
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return ResourceManager.GetString("CPwarp", resourceCulture);
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}
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}
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}
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}
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