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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
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various data types are Done through the TypeConverter classes
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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>
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<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.
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Classes that Don't support this are serialized and stored with the
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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.
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<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
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<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" />
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<xsd:element name="assembly">
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<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
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<xsd:element name="data">
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<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
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<resheader name="resmimetype">
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<resheader name="version">
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<resheader name="reader">
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<data name="CPgivecurrency" xml:space="preserve">
<value>Adds the specified currency to the current player's inventory
*Syntax: givecurrency <quantity>
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givecurrency <type> <quantity>
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<type> 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 <item id>
giveitem <item id> <quantity>
giveitem <item id> <quantity> <type>
<item id> is the item's specific id as defined in the server database
<type> 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 <item id>
<item id> 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
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Server Administration: givecurrency, giveitem, givekeyitem, removecurrency, removekeyitem, reloaditems, reloadzones
Test: test weather</value>
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</data>
<data name="CPmusic" xml:space="preserve">
<value>Changes the currently playing background music
*Syntax: music <music id>
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<music id> is the music's specific id as defined in the client</value>
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</data>
<data name="CPmypos" xml:space="preserve">
<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>
<data name="CPproperty" xml:space="preserve">
<value>*Syntax: property <value 1> <value 2> <value 3></value>
</data>
<data name="CPproperty2" xml:space="preserve">
<value>*Syntax: property2 <value 1> <value 2> <value 3></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 <quantity>
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removecurrency <type> <quantity>
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<type> 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 <itemid>
removeitem <itemid> <quantity>
<item id> 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 <itemid>
<item id> 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 <path to packet>
<Path to packet> is the path to the packet, starting in <map server install location>\packet</value>
</data>
<data name="CPsetgraphic" xml:space="preserve">
<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>
<w/e/v/c id> are as defined in the client game data</value>
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</data>
<data name="CPtestweather" xml:space="preserve">
<value>Changes the current weather
*Syntax: test weather <weather id>
<weather id> is the weather's specific id as defined in the client</value>
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</data>
<data name="CPwarp" xml:space="preserve">
<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>
warp <zone id> <instance> <X coordinate> <Y coordinate> <Z coordinate>
<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>
</data>
</root>