sneaky little bugs :3
This commit is contained in:
parent
8d496563dc
commit
34e0399c7e
@ -27,11 +27,15 @@ namespace NadekoBot.Modules.Administration
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if (name.Trim().ToLowerInvariant() == "default")
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{
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NadekoBot.Localization.RemoveGuildCulture(Context.Guild);
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ci = NadekoBot.Localization.DefaultCultureInfo;
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}
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else
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{
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ci = new CultureInfo(name);
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NadekoBot.Localization.SetGuildCulture(Context.Guild, ci);
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}
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await Context.Channel.SendConfirmAsync($"Your guild's locale is now {ci}.").ConfigureAwait(false);
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await Context.Channel.SendConfirmAsync($"Your guild's locale is now {Format.Bold(ci.ToString())} - {Format.Bold(ci.NativeName)}.").ConfigureAwait(false);
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}
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catch(Exception) {
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@ -50,11 +54,15 @@ namespace NadekoBot.Modules.Administration
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if (name.Trim().ToLowerInvariant() == "default")
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{
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NadekoBot.Localization.ResetDefaultCulture();
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ci = NadekoBot.Localization.DefaultCultureInfo;
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}
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else
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{
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ci = new CultureInfo(name);
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NadekoBot.Localization.SetDefaultCulture(ci);
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}
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await Context.Channel.SendConfirmAsync($"Your guild's locale is now {ci}.").ConfigureAwait(false);
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await Context.Channel.SendConfirmAsync($"Bot's default locale is now {Format.Bold(ci.ToString())} - {Format.Bold(ci.NativeName)}.").ConfigureAwait(false);
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}
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catch (Exception)
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{
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@ -31,8 +31,10 @@ namespace NadekoBot.Modules
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protected override void BeforeExecute()
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{
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_cultureInfo = (Context.Guild == null
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? CultureInfo.CurrentCulture
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? NadekoBot.Localization.DefaultCultureInfo
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: NadekoBot.Localization.GetCultureInfo(Context.Guild));
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_log.Warn("Culture info is {0}", _cultureInfo);
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}
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//public Task<IUserMessage> ReplyConfirmLocalized(string titleKey, string textKey, string url = null, string footer = null)
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@ -6828,7 +6828,7 @@ namespace NadekoBot.Resources {
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}
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/// <summary>
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/// Looks up a localized string similar to `{}sl de-DE ` or `{0}sl default`.
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/// Looks up a localized string similar to `{0}sl de-DE ` or `{0}sl default`.
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/// </summary>
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public static string setlocale_usage {
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get {
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@ -3121,6 +3121,6 @@
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<value>Sets this server's response locale (language). If bot's response strings have been translated to that language, bot will use that language in this server. Reset by using `default` as the locale name.</value>
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</data>
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<data name="setlocale_usage" xml:space="preserve">
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<value>`{}sl de-DE ` or `{0}sl default`</value>
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<value>`{0}sl de-DE ` or `{0}sl default`</value>
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</data>
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</root>
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260
src/NadekoBot/Resources/ResponseStrings-sr-SP.Designer.cs
generated
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260
src/NadekoBot/Resources/ResponseStrings-sr-SP.Designer.cs
generated
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@ -0,0 +1,260 @@
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//------------------------------------------------------------------------------
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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 NadekoBot.Resources {
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using System;
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using System.Reflection;
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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.Diagnostics.DebuggerNonUserCodeAttribute()]
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[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
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public class ResponseStrings_sr_SP {
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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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internal ResponseStrings_sr_SP() {
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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("NadekoBot.Resources.ResponseStrings-sr-SP", typeof(ResponseStrings_sr_SP).GetTypeInfo().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 {0} has already fainted..
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/// </summary>
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public static string pokemon_already_fainted {
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get {
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return ResourceManager.GetString("pokemon_already_fainted", 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 {0} already has full HP..
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/// </summary>
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public static string pokemon_already_full {
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get {
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return ResourceManager.GetString("pokemon_already_full", 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 Your type is already {0}.
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/// </summary>
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public static string pokemon_already_that_type {
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get {
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return ResourceManager.GetString("pokemon_already_that_type", 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 used {0}{1} on {2}{3} for {4} damage..
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/// </summary>
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public static string pokemon_attack {
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get {
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return ResourceManager.GetString("pokemon_attack", 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 You can't attack again without retaliation!.
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/// </summary>
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public static string pokemon_cant_attack_again {
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get {
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return ResourceManager.GetString("pokemon_cant_attack_again", 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 You can't attack yourself..
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/// </summary>
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public static string pokemon_cant_attack_yourself {
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get {
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return ResourceManager.GetString("pokemon_cant_attack_yourself", 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 {0} has fainted!.
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/// </summary>
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public static string pokemon_fainted {
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get {
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return ResourceManager.GetString("pokemon_fainted", 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 healed {0} with one {1}.
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/// </summary>
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public static string pokemon_healed {
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get {
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return ResourceManager.GetString("pokemon_healed", 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 {0} has {1} HP remaining..
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/// </summary>
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public static string pokemon_hp_remaining {
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get {
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return ResourceManager.GetString("pokemon_hp_remaining", 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 You can't use {0}. Type `{1}ml` to see a list of moves you can use..
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/// </summary>
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public static string pokemon_invalid_move {
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get {
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return ResourceManager.GetString("pokemon_invalid_move", 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 Movelist for {0} type.
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/// </summary>
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public static string pokemon_moves {
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get {
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return ResourceManager.GetString("pokemon_moves", 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 You don't have enough {0}.
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/// </summary>
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public static string pokemon_no_currency {
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get {
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return ResourceManager.GetString("pokemon_no_currency", 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 It's not effective..
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/// </summary>
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public static string pokemon_not_effective {
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get {
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return ResourceManager.GetString("pokemon_not_effective", 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 revived {0} with one {1}.
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/// </summary>
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public static string pokemon_revive_other {
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get {
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return ResourceManager.GetString("pokemon_revive_other", 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 You revived yourself with one {0}.
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/// </summary>
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public static string pokemon_revive_yourself {
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get {
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return ResourceManager.GetString("pokemon_revive_yourself", 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 Your type has been changed to {0} for a {1}.
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/// </summary>
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public static string pokemon_settype_success {
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get {
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return ResourceManager.GetString("pokemon_settype_success", 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 It's somewhat effective..
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/// </summary>
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public static string pokemon_somewhat_effective {
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get {
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return ResourceManager.GetString("pokemon_somewhat_effective", 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 It's super effective!.
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/// </summary>
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public static string pokemon_super_effective {
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get {
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return ResourceManager.GetString("pokemon_super_effective", 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 You used too many moves in a row, so you can't move!.
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/// </summary>
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public static string pokemon_too_many_moves {
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get {
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return ResourceManager.GetString("pokemon_too_many_moves", 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 Type of {0} is {1}.
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/// </summary>
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public static string pokemon_type_of_user {
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get {
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return ResourceManager.GetString("pokemon_type_of_user", 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 User not found..
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/// </summary>
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public static string pokemon_user_not_found {
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get {
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return ResourceManager.GetString("pokemon_user_not_found", 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 You fainted, so you are not able to move!.
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/// </summary>
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public static string pokemon_you_fainted {
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get {
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return ResourceManager.GetString("pokemon_you_fainted", resourceCulture);
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}
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}
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}
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}
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187
src/NadekoBot/Resources/ResponseStrings-sr-SP.resx
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187
src/NadekoBot/Resources/ResponseStrings-sr-SP.resx
Normal file
@ -0,0 +1,187 @@
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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Version 2.0
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The primary goals of this format is to allow a simple XML format
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that is mostly human readable. The generation and parsing of the
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various data types are done through the TypeConverter classes
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associated with the data types.
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Example:
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... ado.net/XML headers & schema ...
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<resheader name="resmimetype">text/microsoft-resx</resheader>
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<resheader name="version">2.0</resheader>
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<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
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<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
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<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
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<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
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<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
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<value>[base64 mime encoded serialized .NET Framework object]</value>
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</data>
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<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
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<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
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<comment>This is a comment</comment>
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</data>
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There are any number of "resheader" rows that contain simple
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name/value pairs.
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Each data row contains a name, and value. The row also contains a
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type or mimetype. Type corresponds to a .NET class that support
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text/value conversion through the TypeConverter architecture.
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Classes that don't support this are serialized and stored with the
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mimetype set.
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The mimetype is used for serialized objects, and tells the
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ResXResourceReader how to depersist the object. This is currently not
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extensible. For a given mimetype the value must be set accordingly:
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Note - application/x-microsoft.net.object.binary.base64 is the format
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that the ResXResourceWriter will generate, however the reader can
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read any of the formats listed below.
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mimetype: application/x-microsoft.net.object.binary.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.soap.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.bytearray.base64
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value : The object must be serialized into a byte array
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: using a System.ComponentModel.TypeConverter
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: and then encoded with base64 encoding.
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-->
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<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
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<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
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<xsd:element name="root" msdata:IsDataSet="true">
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<xsd:complexType>
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<xsd:choice maxOccurs="unbounded">
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<xsd:element name="metadata">
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<xsd:complexType>
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||||
<xsd:sequence>
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||||
<xsd:element name="value" type="xsd:string" minOccurs="0" />
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</xsd:sequence>
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||||
<xsd:attribute name="name" use="required" type="xsd:string" />
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<xsd:attribute name="type" type="xsd:string" />
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<xsd:attribute name="mimetype" type="xsd:string" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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||||
<xsd:element name="assembly">
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||||
<xsd:complexType>
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<xsd:attribute name="alias" type="xsd:string" />
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||||
<xsd:attribute name="name" type="xsd:string" />
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||||
</xsd:complexType>
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||||
</xsd:element>
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||||
<xsd:element name="data">
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||||
<xsd:complexType>
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||||
<xsd:sequence>
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||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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||||
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
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||||
</xsd:sequence>
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||||
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
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||||
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
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||||
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
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||||
<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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||||
<xsd:element name="resheader">
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||||
<xsd:complexType>
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||||
<xsd:sequence>
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||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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||||
</xsd:sequence>
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||||
<xsd:attribute name="name" type="xsd:string" use="required" />
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</xsd:complexType>
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</xsd:element>
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</xsd:choice>
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</xsd:complexType>
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</xsd:element>
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</xsd:schema>
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<resheader name="resmimetype">
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<value>text/microsoft-resx</value>
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</resheader>
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||||
<resheader name="version">
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||||
<value>2.0</value>
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||||
</resheader>
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||||
<resheader name="reader">
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||||
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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||||
</resheader>
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<resheader name="writer">
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||||
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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||||
</resheader>
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||||
<data name="pokemon_already_fainted" xml:space="preserve">
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||||
<value>{0} has already fainted.</value>
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||||
</data>
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||||
<data name="pokemon_already_full" xml:space="preserve">
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||||
<value>{0} already has full HP.</value>
|
||||
</data>
|
||||
<data name="pokemon_already_that_type" xml:space="preserve">
|
||||
<value>Your type is already {0}</value>
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||||
</data>
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||||
<data name="pokemon_attack" xml:space="preserve">
|
||||
<value>used {0}{1} on {2}{3} for {4} damage.</value>
|
||||
<comment>Kwoth used punch:type_icon: on Sanity:type_icon: for 50 damage.</comment>
|
||||
</data>
|
||||
<data name="pokemon_cant_attack_again" xml:space="preserve">
|
||||
<value>You can't attack again without retaliation!</value>
|
||||
</data>
|
||||
<data name="pokemon_cant_attack_yourself" xml:space="preserve">
|
||||
<value>You can't attack yourself.</value>
|
||||
</data>
|
||||
<data name="pokemon_fainted" xml:space="preserve">
|
||||
<value>{0} has fainted!</value>
|
||||
</data>
|
||||
<data name="pokemon_healed" xml:space="preserve">
|
||||
<value>healed {0} with one {1}</value>
|
||||
</data>
|
||||
<data name="pokemon_hp_remaining" xml:space="preserve">
|
||||
<value>{0} has {1} HP remaining.</value>
|
||||
</data>
|
||||
<data name="pokemon_invalid_move" xml:space="preserve">
|
||||
<value>You can't use {0}. Type `{1}ml` to see a list of moves you can use.</value>
|
||||
</data>
|
||||
<data name="pokemon_moves" xml:space="preserve">
|
||||
<value>Movelist for {0} type</value>
|
||||
</data>
|
||||
<data name="pokemon_not_effective" xml:space="preserve">
|
||||
<value>It's not effective.</value>
|
||||
</data>
|
||||
<data name="pokemon_no_currency" xml:space="preserve">
|
||||
<value>You don't have enough {0}</value>
|
||||
</data>
|
||||
<data name="pokemon_revive_other" xml:space="preserve">
|
||||
<value>revived {0} with one {1}</value>
|
||||
</data>
|
||||
<data name="pokemon_revive_yourself" xml:space="preserve">
|
||||
<value>You revived yourself with one {0}</value>
|
||||
</data>
|
||||
<data name="pokemon_settype_success" xml:space="preserve">
|
||||
<value>Your type has been changed to {0} for a {1}</value>
|
||||
</data>
|
||||
<data name="pokemon_somewhat_effective" xml:space="preserve">
|
||||
<value>It's somewhat effective.</value>
|
||||
</data>
|
||||
<data name="pokemon_super_effective" xml:space="preserve">
|
||||
<value>It's super effective!</value>
|
||||
</data>
|
||||
<data name="pokemon_too_many_moves" xml:space="preserve">
|
||||
<value>You used too many moves in a row, so you can't move!</value>
|
||||
</data>
|
||||
<data name="pokemon_type_of_user" xml:space="preserve">
|
||||
<value>Type of {0} is {1}</value>
|
||||
</data>
|
||||
<data name="pokemon_user_not_found" xml:space="preserve">
|
||||
<value>User not found.</value>
|
||||
</data>
|
||||
<data name="pokemon_you_fainted" xml:space="preserve">
|
||||
<value>You fainted, so you are not able to move!</value>
|
||||
</data>
|
||||
</root>
|
@ -69,7 +69,7 @@ namespace NadekoBot.Services
|
||||
}
|
||||
}
|
||||
|
||||
internal void SetDefaultCulture(CultureInfo ci)
|
||||
public void SetDefaultCulture(CultureInfo ci)
|
||||
{
|
||||
DefaultCultureInfo = ci;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user