Terraria.Lang.evilGood C# (CSharp) Method

evilGood() public static method

public static evilGood ( ) : string
return string
        public static string evilGood()
        {
            if (Lang.lang <= 1)
            {
                int tGood = (int)WorldGen.tGood;
                int tEvil = (int)WorldGen.tEvil;
                int tBlood = (int)WorldGen.tBlood;
                string text;
                if (tGood > 0 && tEvil > 0 && tBlood > 0)
                {
                    text = string.Concat(new object[]
					{
						Main.worldName,
						" is ",
						tGood,
						"% hallow, ",
						tEvil,
						"% corrupt, and ",
						tBlood,
						"% crimson."
					});
                }
                else if (tGood > 0 && tEvil > 0)
                {
                    text = string.Concat(new object[]
					{
						Main.worldName,
						" is ",
						tGood,
						"% hallow and ",
						tEvil,
						"% corrupt."
					});
                }
                else if (tGood > 0 && tBlood > 0)
                {
                    text = string.Concat(new object[]
					{
						Main.worldName,
						" is ",
						tGood,
						"% hallow and ",
						tBlood,
						"% crimson."
					});
                }
                else if (tEvil > 0 && tBlood > 0)
                {
                    text = string.Concat(new object[]
					{
						Main.worldName,
						" is ",
						tEvil,
						"% corrupt and ",
						tBlood,
						"% crimson."
					});
                }
                else if (tEvil > 0)
                {
                    text = string.Concat(new object[]
					{
						Main.worldName,
						" is ",
						tEvil,
						"% corrupt."
					});
                }
                else if (tBlood > 0)
                {
                    text = string.Concat(new object[]
					{
						Main.worldName,
						" is ",
						tBlood,
						"% crimson."
					});
                }
                else
                {
                    if (tGood <= 0)
                    {
                        return Main.worldName + " is completely pure. You have done an amazing job!";
                    }
                    text = string.Concat(new object[]
					{
						Main.worldName,
						" is ",
						tGood,
						"% hallow."
					});
                }
                if ((double)tGood * 1.2 >= (double)(tEvil + tBlood) && (double)tGood * 0.8 <= (double)(tEvil + tBlood))
                {
                    text += " The world is in balance.";
                }
                else if (tGood >= tEvil + tBlood)
                {
                    text += " We are living in a fairy tale.";
                }
                else if (tEvil + tBlood > tGood + 20)
                {
                    text += " Things are grim indeed...";
                }
                else if (tEvil + tBlood > 10)
                {
                    text += " You have a lot of work to do.";
                }
                else
                {
                    text += " You are so close!";
                }
                return text;
            }
            if (Lang.lang == 2)
            {
                string text2;
                if (WorldGen.tGood == 0)
                {
                    text2 = string.Concat(new object[]
					{
						Main.worldName,
						" ist zu ",
						WorldGen.tEvil,
						"% verderbt."
					});
                }
                else if (WorldGen.tEvil == 0)
                {
                    text2 = string.Concat(new object[]
					{
						Main.worldName,
						" ist zu ",
						WorldGen.tGood,
						"% gesegnet."
					});
                }
                else
                {
                    text2 = string.Concat(new object[]
					{
						Main.worldName,
						" ist zu ",
						WorldGen.tGood,
						"% gesegnet und zu ",
						WorldGen.tEvil,
						"% verderbt."
					});
                }
                if (WorldGen.tGood > WorldGen.tEvil)
                {
                    text2 += " Gute Arbeit, weiter so!";
                }
                else if (WorldGen.tEvil > WorldGen.tGood && WorldGen.tEvil > 20)
                {
                    text2 += " Es steht nicht gut.";
                }
                else
                {
                    text2 += " Streng dich mehr an!";
                }
                return text2;
            }
            if (Lang.lang == 3)
            {
                string text3;
                if (WorldGen.tGood == 0)
                {
                    text3 = string.Concat(new object[]
					{
						Main.worldName,
						" è distrutto al ",
						WorldGen.tEvil,
						"%."
					});
                }
                else if (WorldGen.tEvil == 0)
                {
                    text3 = string.Concat(new object[]
					{
						Main.worldName,
						" è santo al ",
						WorldGen.tGood,
						"%."
					});
                }
                else
                {
                    text3 = string.Concat(new object[]
					{
						Main.worldName,
						" è santo al ",
						WorldGen.tGood,
						"% e distrutto al ",
						WorldGen.tEvil,
						"%."
					});
                }
                if (WorldGen.tGood > WorldGen.tEvil)
                {
                    text3 += " Continua così!";
                }
                else if (WorldGen.tEvil > WorldGen.tGood && WorldGen.tEvil > 20)
                {
                    text3 += " Le cose vanno male.";
                }
                else
                {
                    text3 += " Dovresti impegnarti di più.";
                }
                return text3;
            }
            if (Lang.lang == 4)
            {
                string text4;
                if (WorldGen.tGood == 0)
                {
                    text4 = string.Concat(new object[]
					{
						Main.worldName,
						" est corrompu à ",
						WorldGen.tEvil,
						"%."
					});
                }
                else if (WorldGen.tEvil == 0)
                {
                    text4 = string.Concat(new object[]
					{
						Main.worldName,
						" est purifié à ",
						WorldGen.tGood,
						"%."
					});
                }
                else
                {
                    text4 = string.Concat(new object[]
					{
						Main.worldName,
						" est purifié à ",
						WorldGen.tGood,
						"% et corrompu à ",
						WorldGen.tEvil,
						"%."
					});
                }
                if (WorldGen.tGood > WorldGen.tEvil)
                {
                    text4 += " Continuez comme ça.";
                }
                else if (WorldGen.tEvil > WorldGen.tGood && WorldGen.tEvil > 20)
                {
                    text4 += " En effet, c'est pas la joie.";
                }
                else
                {
                    text4 += " Essayez encore.";
                }
                return text4;
            }
            if (Lang.lang == 5)
            {
                string text5;
                if (WorldGen.tGood == 0)
                {
                    text5 = string.Concat(new object[]
					{
						Main.worldName,
						" ha sido corrompido por ",
						WorldGen.tEvil,
						"%."
					});
                }
                else if (WorldGen.tEvil == 0)
                {
                    text5 = string.Concat(new object[]
					{
						Main.worldName,
						" ha sido bendecido por ",
						WorldGen.tGood,
						"%."
					});
                }
                else
                {
                    text5 = string.Concat(new object[]
					{
						Main.worldName,
						" ha sido bendecido por ",
						WorldGen.tGood,
						"% y corrompido por ",
						WorldGen.tEvil,
						"%."
					});
                }
                if (WorldGen.tGood > WorldGen.tEvil)
                {
                    text5 += " ¡Sigue haciéndolo bien!";
                }
                else if (WorldGen.tEvil > WorldGen.tGood && WorldGen.tEvil > 20)
                {
                    text5 += " Es bastante desalentador.";
                }
                else
                {
                    text5 += " Deberías esforzarte más.";
                }
                return text5;
            }
            return "";
        }
        public static string title()