mirror of
https://github.com/kwsch/NHSE.git
synced 2026-04-18 22:47:24 -05:00
* Split & fix Chinese to Simplified / Traditional Chinese * Fix Traditional Chinese missing item
306 lines
12 KiB
C#
306 lines
12 KiB
C#
//------------------------------------------------------------------------------
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// <auto-generated>
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// 此代码由工具生成。
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// 运行时版本:4.0.30319.42000
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//
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// 对此文件的更改可能会导致不正确的行为,并且如果
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// 重新生成代码,这些更改将会丢失。
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// </auto-generated>
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//------------------------------------------------------------------------------
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namespace NHSE.WinForms.Properties {
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using System;
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/// <summary>
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/// 一个强类型的资源类,用于查找本地化的字符串等。
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/// </summary>
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// 此类是由 StronglyTypedResourceBuilder
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// 类通过类似于 ResGen 或 Visual Studio 的工具自动生成的。
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// 若要添加或移除成员,请编辑 .ResX 文件,然后重新运行 ResGen
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// (以 /str 作为命令选项),或重新生成 VS 项目。
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[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "16.0.0.0")]
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[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
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[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
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internal 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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/// 返回此类使用的缓存的 ResourceManager 实例。
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/// </summary>
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[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
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internal 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("NHSE.WinForms.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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/// 重写当前线程的 CurrentUICulture 属性
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/// 重写当前线程的 CurrentUICulture 属性。
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/// </summary>
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[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
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internal 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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/// 查找类似于 (图标) 的 System.Drawing.Icon 类型的本地化资源。
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/// </summary>
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internal static System.Drawing.Icon icon {
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get {
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object obj = ResourceManager.GetObject("icon", resourceCulture);
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return ((System.Drawing.Icon)(obj));
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}
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}
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/// <summary>
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/// 查找类似 AcreEditor=Acre Editor
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///ActivityEditor=Record Editor
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///BuildingEditor=Building Editor
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///FieldItemEditor=Field Item Editor
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///FlagEditor=Flag Editor
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///ItemReceivedEditor=Received Item List Editor
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///PatternEditor=Pattern Editor
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///PatternEditorPRO=Pro Design Editor
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///PlayerItemEditor=Inventory Editor
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///SimpleHexEditor=RAM Edit
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///SingleObjectEditor=Property Editor
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///SysBotRAMEdit=SysBotUI
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///SysBotUI=SysBotUI
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///TerrainEditor=Terrain Editor
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///VillagerHouseEditor=Villager House Editor
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///AcreEditor.B_Cancel=Cancel
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///AcreEditor.B_E [字符串的其余部分被截断]"; 的本地化字符串。
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/// </summary>
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internal static string lang_de {
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get {
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return ResourceManager.GetString("lang_de", resourceCulture);
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}
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}
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/// <summary>
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/// 查找类似 AcreEditor=Acre Editor
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///ActivityEditor=Record Editor
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///BuildingEditor=Building Editor
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///FieldItemEditor=Field Item Editor
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///FlagEditor=Flag Editor
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///ItemReceivedEditor=Received Item List Editor
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///PatternEditor=Pattern Editor
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///PatternEditorPRO=Pro Design Editor
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///PlayerItemEditor=Inventory Editor
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///SimpleHexEditor=RAM Edit
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///SingleObjectEditor=Property Editor
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///SysBotRAMEdit=SysBotUI
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///SysBotUI=SysBotUI
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///TerrainEditor=Terrain Editor
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///VillagerHouseEditor=Villager House Editor
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///AcreEditor.B_Cancel=Cancel
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///AcreEditor.B_E [字符串的其余部分被截断]"; 的本地化字符串。
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/// </summary>
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internal static string lang_en {
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get {
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return ResourceManager.GetString("lang_en", resourceCulture);
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}
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}
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/// <summary>
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/// 查找类似 AcreEditor=Editor de Acres
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///ActivityEditor=Editor de Actividad
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///BuildingEditor=Editor de Edificios
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///FieldItemEditor=Editor de Objetos (Terreno)
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///FlagEditor=Editor de Flags
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///ItemReceivedEditor=Editor de Objetos Recibidos
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///PatternEditor=Pattern Editor
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///PatternEditorPRO=Pro Design Editor
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///PlayerItemEditor=Inventory Editor
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///SimpleHexEditor=Editor de RAM
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///SingleObjectEditor=Property Editor
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///SysBotRAMEdit=SysBotUI
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///SysBotUI=SysBotUI
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///TerrainEditor=Editor de Terreno
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///VillagerHouseEditor=Editor de Casas (Ciudadanos [字符串的其余部分被截断]"; 的本地化字符串。
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/// </summary>
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internal static string lang_es {
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get {
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return ResourceManager.GetString("lang_es", resourceCulture);
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}
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}
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/// <summary>
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/// 查找类似 AcreEditor=Acre Editor
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///ActivityEditor=Record Editor
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///BuildingEditor=Building Editor
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///FieldItemEditor=Field Item Editor
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///FlagEditor=Flag Editor
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///ItemReceivedEditor=Received Item List Editor
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///PatternEditor=Pattern Editor
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///PatternEditorPRO=Pro Design Editor
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///PlayerItemEditor=Inventory Editor
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///SimpleHexEditor=RAM Edit
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///SingleObjectEditor=Property Editor
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///SysBotRAMEdit=SysBotUI
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///SysBotUI=SysBotUI
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///TerrainEditor=Terrain Editor
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///VillagerHouseEditor=Villager House Editor
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///AcreEditor.B_Cancel=Cancel
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///AcreEditor.B_E [字符串的其余部分被截断]"; 的本地化字符串。
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/// </summary>
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internal static string lang_fr {
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get {
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return ResourceManager.GetString("lang_fr", resourceCulture);
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}
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}
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/// <summary>
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/// 查找类似 AcreEditor=Modifica Sezioni
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///ActivityEditor=Modifica Record
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///BuildingEditor=Modifica Edifici
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///FieldItemEditor=Modifica oggetti sul terreno
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///FlagEditor=Modifica Flag
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///ItemReceivedEditor=Modifica catalogo
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///PatternEditor=Modifica pattern
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///PatternEditorPRO=Modifica pattern Pro
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///PlayerItemEditor=Modifica inventario
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///SimpleHexEditor=Modifica RAM
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///SingleObjectEditor=Modifica proprietà
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///SysBotRAMEdit=SysBotUI
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///SysBotUI=SysBotUI
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///TerrainEditor=Editor del terreno
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///VillagerHouseEditor=Editor casa del villager
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///Acre [字符串的其余部分被截断]"; 的本地化字符串。
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/// </summary>
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internal static string lang_it {
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get {
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return ResourceManager.GetString("lang_it", resourceCulture);
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}
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}
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/// <summary>
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/// 查找类似 AcreEditor=Acre Editor
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///ActivityEditor=Record Editor
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///BuildingEditor=Building Editor
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///FieldItemEditor=Field Item Editor
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///FlagEditor=Flag Editor
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///ItemReceivedEditor=Received Item List Editor
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///PatternEditor=Pattern Editor
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///PatternEditorPRO=Pro Design Editor
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///PlayerItemEditor=Inventory Editor
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///SimpleHexEditor=RAM Edit
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///SingleObjectEditor=Property Editor
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///SysBotRAMEdit=SysBotUI
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///SysBotUI=SysBotUI
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///TerrainEditor=Terrain Editor
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///VillagerHouseEditor=Villager House Editor
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///AcreEditor.B_Cancel=Cancel
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///AcreEditor.B_E [字符串的其余部分被截断]"; 的本地化字符串。
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/// </summary>
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internal static string lang_jp {
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get {
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return ResourceManager.GetString("lang_jp", resourceCulture);
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}
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}
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/// <summary>
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/// 查找类似 AcreEditor=Acre Editor
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///ActivityEditor=Record Editor
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///BuildingEditor=Building Editor
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///FieldItemEditor=Field Item Editor
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///FlagEditor=Flag Editor
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///ItemReceivedEditor=Received Item List Editor
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///PatternEditor=Pattern Editor
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///PatternEditorPRO=Pro Design Editor
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///PlayerItemEditor=Inventory Editor
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///SimpleHexEditor=RAM Edit
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///SingleObjectEditor=Property Editor
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///SysBotRAMEdit=SysBotUI
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///SysBotUI=SysBotUI
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///TerrainEditor=Terrain Editor
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///VillagerHouseEditor=Villager House Editor
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///AcreEditor.B_Cancel=Cancel
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///AcreEditor.B_E [字符串的其余部分被截断]"; 的本地化字符串。
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/// </summary>
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internal static string lang_ko {
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get {
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return ResourceManager.GetString("lang_ko", resourceCulture);
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}
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}
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/// <summary>
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/// 查找类似 AcreEditor=耕地编辑器
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///ActivityEditor=成就编辑器
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///BuildingEditor=建筑编辑器
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///FieldItemEditor=地形编辑器
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///FlagEditor=属性编辑器
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///ItemReceivedEditor=收藏清单编辑器
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///PatternEditor=设计编辑器
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///PatternEditorPRO=专业设计编辑器
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///PlayerItemEditor=道具编辑器
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///SimpleHexEditor=十六进制编辑器
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///SingleObjectEditor=属性编辑器
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///SysBotRAMEdit=SysBot 界面
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///SysBotUI=SysBot 界面
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///TerrainEditor=地形编辑器
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///VillagerHouseEditor=岛民房屋编辑器
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///AcreEditor.B_Cancel=取消
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///AcreEditor.B_Export=导出
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///AcreEditor.B_Import=导入
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///AcreEditor.B_Save=保存
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///AcreEditor.L_AcreList=名称表:
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///AcreEditor.L_Hovered=鼠标划上
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///ActivityEditor. [字符串的其余部分被截断]"; 的本地化字符串。
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/// </summary>
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internal static string lang_zhs {
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get {
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return ResourceManager.GetString("lang_zhs", resourceCulture);
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}
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}
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/// <summary>
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/// 查找类似 AcreEditor=耕地編輯器
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///ActivityEditor=成就編輯器
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///BuildingEditor=建築編輯器
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///FieldItemEditor=地皮編輯器
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///FlagEditor=屬性編輯器
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///ItemReceivedEditor=收藏清單編輯器
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///PatternEditor=設計編輯器
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///PatternEditorPRO=進階設計編輯器
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///PlayerItemEditor=道具編輯器
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///SimpleHexEditor=十六進位編輯器
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///SingleObjectEditor=屬性編輯器
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///SysBotRAMEdit=SysBot 介面
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///SysBotUI=SysBot 介面
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///TerrainEditor=地形編輯器
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///VillagerHouseEditor=島民房屋編輯器
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///AcreEditor.B_Cancel=取消
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///AcreEditor.B_Export=匯出
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///AcreEditor.B_Import=匯入
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///AcreEditor.B_Save=儲存
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///AcreEditor.L_AcreList=名稱表:
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///AcreEditor.L_Hovered=鼠標劃上
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///ActivityEditor. [字符串的其余部分被截断]"; 的本地化字符串。
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/// </summary>
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internal static string lang_zht {
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get {
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return ResourceManager.GetString("lang_zht", resourceCulture);
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}
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}
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}
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}
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