Moved most of the strings to external resource file

This commit is contained in:
TheManii 2016-04-06 19:55:12 -07:00
parent cd8cb1acb3
commit 4cf005467a
4 changed files with 525 additions and 113 deletions

View File

@ -16,17 +16,18 @@ using FFXIVClassic_Map_Server.packets.send;
using FFXIVClassic_Map_Server.dataobjects.chara; using FFXIVClassic_Map_Server.dataobjects.chara;
using FFXIVClassic_Map_Server.Actors; using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.lua; using FFXIVClassic_Map_Server.lua;
using FFXIVClassic_Map_Server.actors.chara.player; using FFXIVClassic_Map_Server.actors.chara.player;
using FFXIVClassic_Map_Server.Properties;
namespace FFXIVClassic_Lobby_Server namespace FFXIVClassic_Lobby_Server
{ {
class CommandProcessor class CommandProcessor
{ {
private Dictionary<uint, ConnectedPlayer> mConnectedPlayerList; private Dictionary<uint, ConnectedPlayer> mConnectedPlayerList;
private static WorldManager mWorldManager = Server.getWorldManager(); private static WorldManager mWorldManager = Server.getWorldManager();
private static Dictionary<uint, Item> gamedataItems = Server.getItemGamedataList(); private static Dictionary<uint, Item> gamedataItems = Server.getItemGamedataList();
// For the moment, this is the only predefined item // For the moment, this is the only predefined item
// TODO: make a list/enum in the future so that items can be given by name, instead of by id // TODO: make a list/enum in the future so that items can be given by name, instead of by id
const UInt32 ITEM_GIL = 1000001; const UInt32 ITEM_GIL = 1000001;
@ -336,6 +337,18 @@ namespace FFXIVClassic_Lobby_Server
} }
} }
/// <summary>
/// We only use the default options for SendMessagePacket.
/// May as well make it less unwieldly to view
/// </summary>
/// <param name="client"></param>
/// <param name="message"></param>
private void sendMessage(ConnectedPlayer client, String message)
{
if (client != null)
client.getActor().queuePacket(SendMessagePacket.buildPacket(client.actorID, client.actorID, SendMessagePacket.MESSAGE_TYPE_GENERAL_INFO, "", message));
}
internal bool doCommand(string input, ConnectedPlayer client) internal bool doCommand(string input, ConnectedPlayer client)
{ {
input.Trim(); input.Trim();
@ -347,130 +360,50 @@ namespace FFXIVClassic_Lobby_Server
// Debug // Debug
// if (client != null) //sendMessage(client, string.Join(",", split));
// client.getActor().queuePacket(SendMessagePacket.buildPacket(client.actorID, client.actorID, SendMessagePacket.MESSAGE_TYPE_GENERAL_INFO, "",
// string.Join(",", split)
// ));
if (split.Length >= 1) if (split.Length >= 1)
{ {
if (split[0].Equals("help")) if (split[0].Equals("help"))
{ {
if (split.Length == 1) if (split.Length == 1)
{ {
if (client != null) sendMessage(client, Resources.CPhelp);
client.getActor().queuePacket(SendMessagePacket.buildPacket(client.actorID, client.actorID, SendMessagePacket.MESSAGE_TYPE_GENERAL_INFO, "",
"Use !help (command) for details\n\nAvailable commands:\nStandard: mypos, music, warp\nServer Administration: givecurrency, giveitem, givekeyitem, removecurrency, removekeyitem, reloaditems, resetzone\nDebug: property, property2, sendpacket, setgraphic"
));
} }
if (split.Length == 2) if (split.Length == 2)
{ {
if (split[1].Equals("mypos")) if (split[1].Equals("mypos"))
{ sendMessage(client, Resources.CPmypos);
if (client != null)
client.getActor().queuePacket(SendMessagePacket.buildPacket(client.actorID, client.actorID, SendMessagePacket.MESSAGE_TYPE_GENERAL_INFO, "",
"Prints out your current location\n\n*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"
));
}
else if (split[1].Equals("music")) else if (split[1].Equals("music"))
{ sendMessage(client, Resources.CPmusic);
if (client != null)
client.getActor().queuePacket(SendMessagePacket.buildPacket(client.actorID, client.actorID, SendMessagePacket.MESSAGE_TYPE_GENERAL_INFO, "",
"Changes the currently playing background music\n\n*Syntax: music <music id>\n<music id> is the key item's specific id as defined in the server database"
));
}
else if (split[1].Equals("warp")) else if (split[1].Equals("warp"))
{ sendMessage(client, Resources.CPwarp);
if (client != null) else if (split[1].Equals("givecurrency"))
client.getActor().queuePacket(SendMessagePacket.buildPacket(client.actorID, client.actorID, SendMessagePacket.MESSAGE_TYPE_GENERAL_INFO, "", sendMessage(client, Resources.CPgivecurrency);
"Teleports the player to the specified location\n\n*Syntax:\twarp <location list>\n\twarp <zone id> <X coordinate> <Y coordinate> <Z coordinate>\n\twarp <zone id> <instance> <X coordinate> <Y coordinate> <Z coordinate>\n<location list> is a pre-defined list of locations from the server database\n<instance> is an instanced copy of the desired zone that's only visible to the current player"
));
}
else if (split[1].Equals("givecurrency"))
{
if (client != null)
client.getActor().queuePacket(SendMessagePacket.buildPacket(client.actorID, client.actorID, SendMessagePacket.MESSAGE_TYPE_GENERAL_INFO, "",
"Adds the specified currency to the current player's inventory\n\n*Syntax:\tgivecurrency <quantity>\n\tgivecurrency <quantity> <type>\n<type> is the specific type of currency desired, defaults to gil if no type specified"
));
}
else if (split[1].Equals("giveitem")) else if (split[1].Equals("giveitem"))
{ sendMessage(client, Resources.CPgiveitem);
if (client != null)
client.getActor().queuePacket(SendMessagePacket.buildPacket(client.actorID, client.actorID, SendMessagePacket.MESSAGE_TYPE_GENERAL_INFO, "",
"Adds the specified items to the current player's inventory\n\n*Syntax:\tgiveitem <item id>\n\tgiveitem <item id> <quantity>\n\tgiveitem <item id> <quantity> <type>\n<item id> is the item's specific id as defined in the server database\n<type> is the type as defined in the server database (defaults to gil if not specified)"
));
}
else if (split[1].Equals("givekeyitem")) else if (split[1].Equals("givekeyitem"))
{ sendMessage(client, Resources.CPgivekeyitem);
if (client != null)
client.getActor().queuePacket(SendMessagePacket.buildPacket(client.actorID, client.actorID, SendMessagePacket.MESSAGE_TYPE_GENERAL_INFO, "",
"Adds the specified key item to the current player's inventory\n\n*Syntax: givekeyitem <item id>\n<item id> is the key item's specific id as defined in the server database"
));
}
else if (split[1].Equals("removecurrency")) else if (split[1].Equals("removecurrency"))
{ sendMessage(client, Resources.CPremovecurrency);
if (client != null)
client.getActor().queuePacket(SendMessagePacket.buildPacket(client.actorID, client.actorID, SendMessagePacket.MESSAGE_TYPE_GENERAL_INFO, "",
"Removes the specified currency from the current player's inventory\n\n*Syntax:\tremovecurrency <quantity>\n\tremovecurrency <quantity> <type>\n<type> is the specific type of currency desired, defaults to gil if no type specified"
));
}
else if (split[1].Equals("removeitem")) else if (split[1].Equals("removeitem"))
{ sendMessage(client, Resources.CPremoveitem);
if (client != null)
client.getActor().queuePacket(SendMessagePacket.buildPacket(client.actorID, client.actorID, SendMessagePacket.MESSAGE_TYPE_GENERAL_INFO, "",
"Removes the specified items to the current player's inventory\n\n*Syntax:\tremoveitem <itemid>\n\tremoveitem <itemid> <quantity>\n<item id> is the item's specific id as defined in the server database"
));
}
else if (split[1].Equals("removekeyitem")) else if (split[1].Equals("removekeyitem"))
{ sendMessage(client, Resources.CPremovekeyitem);
if (client != null)
client.getActor().queuePacket(SendMessagePacket.buildPacket(client.actorID, client.actorID, SendMessagePacket.MESSAGE_TYPE_GENERAL_INFO, "",
"Removes the specified key item to the current player's inventory\n\n*Syntax: removekeyitem <itemid>\n<item id> is the key item's specific id as defined in the server database"
));
}
else if (split[1].Equals("reloaditems")) else if (split[1].Equals("reloaditems"))
{ sendMessage(client, Resources.CPreloaditems);
if (client != null) else if (split[1].Equals("reloadzones"))
client.getActor().queuePacket(SendMessagePacket.buildPacket(client.actorID, client.actorID, SendMessagePacket.MESSAGE_TYPE_GENERAL_INFO, "", sendMessage(client, Resources.CPreloadzones);
"Reloads the current item data from the database" /*
)); else if (split[1].Equals("property"))
} sendMessage(client, Resources.CPproperty);
else if (split[1].Equals("resetzone")) else if (split[1].Equals("property2"))
{ sendMessage(client, Resources.CPproperty2);
if (client != null) else if (split[1].Equals("sendpacket"))
client.getActor().queuePacket(SendMessagePacket.buildPacket(client.actorID, client.actorID, SendMessagePacket.MESSAGE_TYPE_GENERAL_INFO, "", sendMessage(client, Resources.CPsendpacket);
"Reloads the current zone data from the server files" else if (split[1].Equals("setgraphic"))
)); sendMessage(client, Resources.CPsetgraphic);
} */
else if (split[1].Equals("property"))
{
if (client != null)
client.getActor().queuePacket(SendMessagePacket.buildPacket(client.actorID, client.actorID, SendMessagePacket.MESSAGE_TYPE_GENERAL_INFO, "",
"\n*Syntax: property <value 1> <value 2> <value 3>"
));
}
else if (split[1].Equals("property2"))
{
if (client != null)
client.getActor().queuePacket(SendMessagePacket.buildPacket(client.actorID, client.actorID, SendMessagePacket.MESSAGE_TYPE_GENERAL_INFO, "",
"\n*Syntax: property2 <value 1> <value 2> <value 3>"
));
}
else if (split[1].Equals("sendpacket"))
{
if (client != null)
client.getActor().queuePacket(SendMessagePacket.buildPacket(client.actorID, client.actorID, SendMessagePacket.MESSAGE_TYPE_GENERAL_INFO, "",
"Server sends a special packet to the client\n\n*Syntax: sendpacket <path to packet>\n<Path to packet> is the path to the packet, starting in <map server install location>\\packet"
));
}
else if (split[1].Equals("setgraphic"))
{
if (client != null)
client.getActor().queuePacket(SendMessagePacket.buildPacket(client.actorID, client.actorID, SendMessagePacket.MESSAGE_TYPE_GENERAL_INFO, "",
"Overrides the currently displayed character equipment in a specific slot\n\n*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\n\n*Syntax: sendpacket <slot> <wid> <eid> <vid> <cid>\n<w/e/v/c id> are as defined in the client game data"
));
}
} }
return true; return true;
@ -487,7 +420,7 @@ namespace FFXIVClassic_Lobby_Server
Log.error("Could not load packet: " + e); Log.error("Could not load packet: " + e);
} }
} }
else if (split[0].Equals("resetzone")) else if (split[0].Equals("reloadzones"))
{ {
if (client != null) if (client != null)
{ {

View File

@ -251,6 +251,11 @@
<Compile Include="Program.cs" /> <Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" /> <Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="lua\LuaUtils.cs" /> <Compile Include="lua\LuaUtils.cs" />
<Compile Include="Properties\Resources.Designer.cs">
<AutoGen>True</AutoGen>
<DesignTime>True</DesignTime>
<DependentUpon>Resources.resx</DependentUpon>
</Compile>
<Compile Include="Server.cs" /> <Compile Include="Server.cs" />
<Compile Include="utils\ActorPropertyPacketUtil.cs" /> <Compile Include="utils\ActorPropertyPacketUtil.cs" />
<Compile Include="utils\CharacterUtils.cs" /> <Compile Include="utils\CharacterUtils.cs" />
@ -262,7 +267,12 @@
<None Include="App.config" /> <None Include="App.config" />
<None Include="packages.config" /> <None Include="packages.config" />
</ItemGroup> </ItemGroup>
<ItemGroup /> <ItemGroup>
<EmbeddedResource Include="Properties\Resources.resx">
<Generator>PublicResXFileCodeGenerator</Generator>
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
</EmbeddedResource>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup> <PropertyGroup>
<PostBuildEvent>xcopy "$(SolutionDir)data" "$(SolutionDir)$(ProjectName)\$(OutDir)" /E /C /D</PostBuildEvent> <PostBuildEvent>xcopy "$(SolutionDir)data" "$(SolutionDir)$(ProjectName)\$(OutDir)" /E /C /D</PostBuildEvent>

View File

@ -0,0 +1,254 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.42000
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace FFXIVClassic_Map_Server.Properties {
using System;
/// <summary>
/// A strongly-typed resource class, for looking up localized strings, etc.
/// </summary>
// This class was auto-generated by the StronglyTypedResourceBuilder
// class via a tool like ResGen or Visual Studio.
// To add or remove a member, edit your .ResX file then rerun ResGen
// with the /str option, or rebuild your VS project.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
public class Resources {
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resources() {
}
/// <summary>
/// Returns the cached ResourceManager instance used by this class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
public static global::System.Resources.ResourceManager ResourceManager {
get {
if (object.ReferenceEquals(resourceMan, null)) {
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("FFXIVClassic_Map_Server.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Overrides the current thread's CurrentUICulture property for all
/// resource lookups using this strongly typed resource class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
public static global::System.Globalization.CultureInfo Culture {
get {
return resourceCulture;
}
set {
resourceCulture = value;
}
}
/// <summary>
/// Looks up a localized string similar to Adds the specified currency to the current player&apos;s inventory
///
///*Syntax: givecurrency &lt;quantity&gt;
/// givecurrency &lt;quantity&gt; &lt;type&gt;
///&lt;type&gt; is the specific type of currency desired, defaults to gil if no type specified.
/// </summary>
public static string CPgivecurrency {
get {
return ResourceManager.GetString("CPgivecurrency", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to Adds the specified items to the current player&apos;s inventory
///
///*Syntax: giveitem &lt;item id&gt;
/// giveitem &lt;item id&gt; &lt;quantity&gt;
/// giveitem &lt;item id&gt; &lt;quantity&gt; &lt;type&gt;
///&lt;item id&gt; is the item&apos;s specific id as defined in the server database
///&lt;type&gt; is the type as defined in the server database (defaults to standard item if not specified).
/// </summary>
public static string CPgiveitem {
get {
return ResourceManager.GetString("CPgiveitem", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to Adds the specified key item to the current player&apos;s inventory
///
///*Syntax: givekeyitem &lt;item id&gt;
///&lt;item id&gt; is the key item&apos;s specific id as defined in the server database.
/// </summary>
public static string CPgivekeyitem {
get {
return ResourceManager.GetString("CPgivekeyitem", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to Use !help(command) for details
///
///Available commands:
///Standard: mypos, music, warp
///Server Administration: givecurrency, giveitem, givekeyitem, removecurrency, removekeyitem, reloaditems, reloadzones.
/// </summary>
public static string CPhelp {
get {
return ResourceManager.GetString("CPhelp", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to Changes the currently playing background music
///
///*Syntax: music &lt;music id&gt;
///&lt;music id&gt; is the key item&apos;s specific id as defined in the server database.
/// </summary>
public static string CPmusic {
get {
return ResourceManager.GetString("CPmusic", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to Prints out your current location
///
///*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.
/// </summary>
public static string CPmypos {
get {
return ResourceManager.GetString("CPmypos", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to *Syntax: property &lt;value 1&gt; &lt;value 2&gt; &lt;value 3&gt;.
/// </summary>
public static string CPproperty {
get {
return ResourceManager.GetString("CPproperty", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to *Syntax: property2 &lt;value 1&gt; &lt;value 2&gt; &lt;value 3&gt;.
/// </summary>
public static string CPproperty2 {
get {
return ResourceManager.GetString("CPproperty2", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to Reloads the current item data from the database.
/// </summary>
public static string CPreloaditems {
get {
return ResourceManager.GetString("CPreloaditems", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to Reloads the current zone data from the database.
/// </summary>
public static string CPreloadzones {
get {
return ResourceManager.GetString("CPreloadzones", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to Removes the specified currency from the current player&apos;s inventory
///
///*Syntax: removecurrency &lt;quantity&gt;
/// removecurrency &lt;quantity&gt; &lt;type&gt;
///&lt;type&gt; is the specific type of currency desired, defaults to gil if no type specified.
/// </summary>
public static string CPremovecurrency {
get {
return ResourceManager.GetString("CPremovecurrency", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to Removes the specified items to the current player&apos;s inventory
///
///*Syntax: removeitem &lt;itemid&gt;
/// removeitem &lt;itemid&gt; &lt;quantity&gt;
///&lt;item id&gt; is the item&apos;s specific id as defined in the server database.
/// </summary>
public static string CPremoveitem {
get {
return ResourceManager.GetString("CPremoveitem", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to Removes the specified key item to the current player&apos;s inventory
///
///*Syntax: removekeyitem &lt;itemid&gt;
///&lt;item id&gt; is the key item&apos;s specific id as defined in the server database.
/// </summary>
public static string CPremovekeyitem {
get {
return ResourceManager.GetString("CPremovekeyitem", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to Server sends a special packet to the client
///
///*Syntax: sendpacket &lt;path to packet&gt;
///&lt;Path to packet&gt; is the path to the packet, starting in &lt;map server install location&gt;\packet.
/// </summary>
public static string CPsendpacket {
get {
return ResourceManager.GetString("CPsendpacket", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to Overrides the currently displayed character equipment in a specific slot
///
///*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
///
///*Syntax: sendpacket &lt;slot&gt; &lt;wid&gt; &lt;eid&gt; &lt;vid&gt; &lt;cid&gt;
///&lt;w/e/v/c id&gt; are as defined in the client game data.
/// </summary>
public static string CPsetgraphic {
get {
return ResourceManager.GetString("CPsetgraphic", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to Teleports the player to the specified location
///
///*Syntax: warp &lt;location list&gt;
/// warp &lt;zone id&gt; &lt;X coordinate&gt; &lt;Y coordinate&gt; &lt;Z coordinate&gt;
/// warp &lt;zone id&gt; &lt;instance&gt; &lt;X coordinate&gt; &lt;Y coordinate&gt; &lt;Z coordinate&gt;
///&lt;location list&gt; is a pre-defined list of locations from the server database
///&lt;instance&gt; is an instanced copy of the desired zone that&apos;s only visible to the current player.
/// </summary>
public static string CPwarp {
get {
return ResourceManager.GetString("CPwarp", resourceCulture);
}
}
}
}

View File

@ -0,0 +1,215 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<data name="CPgivecurrency" xml:space="preserve">
<value>Adds the specified currency to the current player's inventory
*Syntax: givecurrency &lt;quantity&gt;
givecurrency &lt;quantity&gt; &lt;type&gt;
&lt;type&gt; is the specific type of currency desired, defaults to gil if no type specified</value>
</data>
<data name="CPgiveitem" xml:space="preserve">
<value>Adds the specified items to the current player's inventory
*Syntax: giveitem &lt;item id&gt;
giveitem &lt;item id&gt; &lt;quantity&gt;
giveitem &lt;item id&gt; &lt;quantity&gt; &lt;type&gt;
&lt;item id&gt; is the item's specific id as defined in the server database
&lt;type&gt; is the type as defined in the server database (defaults to standard item if not specified)</value>
</data>
<data name="CPgivekeyitem" xml:space="preserve">
<value>Adds the specified key item to the current player's inventory
*Syntax: givekeyitem &lt;item id&gt;
&lt;item id&gt; is the key item's specific id as defined in the server database</value>
</data>
<data name="CPhelp" xml:space="preserve">
<value>Use !help(command) for details
Available commands:
Standard: mypos, music, warp
Server Administration: givecurrency, giveitem, givekeyitem, removecurrency, removekeyitem, reloaditems, reloadzones</value>
</data>
<data name="CPmusic" xml:space="preserve">
<value>Changes the currently playing background music
*Syntax: music &lt;music id&gt;
&lt;music id&gt; is the key item's specific id as defined in the server database</value>
</data>
<data name="CPmypos" xml:space="preserve">
<value>Prints out your current location
*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</value>
</data>
<data name="CPproperty" xml:space="preserve">
<value>*Syntax: property &lt;value 1&gt; &lt;value 2&gt; &lt;value 3&gt;</value>
</data>
<data name="CPproperty2" xml:space="preserve">
<value>*Syntax: property2 &lt;value 1&gt; &lt;value 2&gt; &lt;value 3&gt;</value>
</data>
<data name="CPreloaditems" xml:space="preserve">
<value>Reloads the current item data from the database</value>
</data>
<data name="CPreloadzones" xml:space="preserve">
<value>Reloads the current zone data from the database</value>
</data>
<data name="CPremovecurrency" xml:space="preserve">
<value>Removes the specified currency from the current player's inventory
*Syntax: removecurrency &lt;quantity&gt;
removecurrency &lt;quantity&gt; &lt;type&gt;
&lt;type&gt; is the specific type of currency desired, defaults to gil if no type specified</value>
</data>
<data name="CPremoveitem" xml:space="preserve">
<value>Removes the specified items to the current player's inventory
*Syntax: removeitem &lt;itemid&gt;
removeitem &lt;itemid&gt; &lt;quantity&gt;
&lt;item id&gt; is the item's specific id as defined in the server database</value>
</data>
<data name="CPremovekeyitem" xml:space="preserve">
<value>Removes the specified key item to the current player's inventory
*Syntax: removekeyitem &lt;itemid&gt;
&lt;item id&gt; is the key item's specific id as defined in the server database</value>
</data>
<data name="CPsendpacket" xml:space="preserve">
<value>Server sends a special packet to the client
*Syntax: sendpacket &lt;path to packet&gt;
&lt;Path to packet&gt; is the path to the packet, starting in &lt;map server install location&gt;\packet</value>
</data>
<data name="CPsetgraphic" xml:space="preserve">
<value>Overrides the currently displayed character equipment in a specific slot
*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
*Syntax: sendpacket &lt;slot&gt; &lt;wid&gt; &lt;eid&gt; &lt;vid&gt; &lt;cid&gt;
&lt;w/e/v/c id&gt; are as defined in the client game data</value>
</data>
<data name="CPwarp" xml:space="preserve">
<value>Teleports the player to the specified location
*Syntax: warp &lt;location list&gt;
warp &lt;zone id&gt; &lt;X coordinate&gt; &lt;Y coordinate&gt; &lt;Z coordinate&gt;
warp &lt;zone id&gt; &lt;instance&gt; &lt;X coordinate&gt; &lt;Y coordinate&gt; &lt;Z coordinate&gt;
&lt;location list&gt; is a pre-defined list of locations from the server database
&lt;instance&gt; is an instanced copy of the desired zone that's only visible to the current player</value>
</data>
</root>