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219 lines
10 KiB
XML
219 lines
10 KiB
XML
<?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="CPgivecurrency" xml:space="preserve">
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<value>Adds the specified currency to the current player's inventory
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*Syntax: givecurrency <quantity>
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givecurrency <quantity> <type>
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<type> is the specific type of currency desired, defaults to gil if no type specified</value>
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</data>
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<data name="CPgiveitem" xml:space="preserve">
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<value>Adds the specified items to the current player's inventory
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*Syntax: giveitem <item id>
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giveitem <item id> <quantity>
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giveitem <item id> <quantity> <type>
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<item id> is the item's specific id as defined in the server database
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<type> is the type as defined in the server database (defaults to standard item if not specified)</value>
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</data>
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<data name="CPgivekeyitem" xml:space="preserve">
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<value>Adds the specified key item to the current player's inventory
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*Syntax: givekeyitem <item id>
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<item id> is the key item's specific id as defined in the server database</value>
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</data>
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<data name="CPhelp" xml:space="preserve">
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<value>Use !help(command) for details
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Available commands:
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Standard: mypos, music, warp
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Server Administration: givecurrency, giveitem, givekeyitem, removecurrency, removekeyitem, reloaditems, reloadzones</value>
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</data>
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<data name="CPmusic" xml:space="preserve">
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<value>Changes the currently playing background music
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*Syntax: music <music id>
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<music id> is the key item's specific id as defined in the server database</value>
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</data>
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<data name="CPmypos" xml:space="preserve">
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<value>Prints out your current location
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*Note: The X/Y/Z coordinates do not correspond to the coordinates listed in the in-game map, they are based on the underlying game data</value>
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</data>
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<data name="CPproperty" xml:space="preserve">
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<value>*Syntax: property <value 1> <value 2> <value 3></value>
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</data>
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<data name="CPproperty2" xml:space="preserve">
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<value>*Syntax: property2 <value 1> <value 2> <value 3></value>
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</data>
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<data name="CPreloaditems" xml:space="preserve">
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<value>Reloads the current item data from the database</value>
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</data>
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<data name="CPreloadzones" xml:space="preserve">
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<value>Reloads the current zone data from the database</value>
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</data>
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<data name="CPremovecurrency" xml:space="preserve">
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<value>Removes the specified currency from the current player's inventory
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*Syntax: removecurrency <quantity>
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removecurrency <quantity> <type>
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<type> is the specific type of currency desired, defaults to gil if no type specified</value>
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</data>
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<data name="CPremoveitem" xml:space="preserve">
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<value>Removes the specified items to the current player's inventory
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*Syntax: removeitem <itemid>
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removeitem <itemid> <quantity>
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<item id> is the item's specific id as defined in the server database</value>
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</data>
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<data name="CPremovekeyitem" xml:space="preserve">
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<value>Removes the specified key item to the current player's inventory
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*Syntax: removekeyitem <itemid>
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<item id> is the key item's specific id as defined in the server database</value>
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</data>
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<data name="CPsendpacket" xml:space="preserve">
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<value>Server sends a special packet to the client
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*Syntax: sendpacket <path to packet>
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<Path to packet> is the path to the packet, starting in <map server install location>\packet</value>
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</data>
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<data name="CPsetgraphic" xml:space="preserve">
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<value>Overrides the currently displayed character equipment in a specific slot
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*Note: Similar to Glamours in FFXIV:ARR, the overridden graphics are purely cosmetic, they do not affect the underlying stats of whatever is equipped on that slot
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*Syntax: sendpacket <slot> <wid> <eid> <vid> <cid>
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<w/e/v/c id> are as defined in the client game data</value>
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</data>
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<data name="CPwarp" xml:space="preserve">
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<value>Teleports the player to the specified location
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*Note: You can teleport relative to your current position by putting a @ in front of a value, cannot be combined with a zone id or instance name
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*Syntax: warp <location list>
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warp <X coordinate> <Y coordinate> <Z coordinate>
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warp <zone id> <X coordinate> <Y coordinate> <Z coordinate>
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warp <zone id> <instance> <X coordinate> <Y coordinate> <Z coordinate>
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<location list> is a pre-defined list of locations from the server database
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<zone id> is the zone's id as defined in the server database
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<instance> is an instanced copy of the desired zone that's only visible to the current player</value>
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</data>
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</root> |