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* Shared tasks WIP; lots of logging; shared tasks and tasks work internally the same for now; lots to cleanup yet * Update task_manager.cpp * Add tables * World message handler * Zone message handler * More messaging * More rearranging * Task creation work (wip) * Tweaks * Decoupled things, added a shared task manager, moved logic to the manager, created the shared task object, now creating a sense of state on creation and members, zero validation, happy path * Cleanup unnecessary getter * More work on shared task persistence and state loading * Add int64 support into repositories * More state handling, creation loads all tables * Wrap up shared task state creation and removal * Move more lookup operations to preloading (memory). Restore shared task state during world bootup * Implement shared task updates * Add members other than just leader in task confirmations * Update shared_task_manager.cpp * Hook task cancellation for shared task removal (middleware) * Remove dynamic_zone_id from SharedTasks model in repositories (for now) since we will likely be one to many with DZ objects * Get members to show up in the window on creation * Add opcodes, cleanup * Add opcode handlers * Split some methods out, self removal of shared task and updating members * Implement offline shared task sync * Style changes * Send memberlist on initial login; implement remove player from shared task window * Refactorings, cleanup * Implement make leader in shared tasks window * Implement add player, sync shared task state after add * Add opcodes for remaining clients * Shared task invite dialogue window implementation and response handling (including validation) * Logging * Remove comment * Some cleanup * Pass NPC context through shared task request logic * Remove extra SharedTaskMember fields * Add message constants * Remove static * Only use dz for expedition request This passes expedition creation parameters through DynamicZone instead of injecting ExpeditionRequest since it can hold creation data now * Store expedition leader on dz This shifts to using the leader object that exists in the core dynamic zone object. It will be moved to the dynamic zone table later with other columns that should just be on the dz to make loading easier. Expeditions are probably the only dz type that will use this for window updates and command auth. Other systems on live do fill the window but don't keep it updated * Store expedition name on dz This uses the name stored on dz (for window packets) instead of duplicating it. This will be moved completely to dz table later * Store uuid on dynamic zone This lets dynamic zones generate the uuid instead of expeditions. Other dz type systems may want to make use of this. Lockouts should also be moved to dynamic zones at some point in the future so this will be necessary for that * Move expedition db columns to dz These columns should just belong to the core dynamic zone. This will simplify loading from the database and in the future a separate expedition table may no longer be necessary. * Move window packet methods to dz It makes more sense for these methods to be in the core This will also allow support for other systems to use the window, though live behavior that updates the window for shared task missions when not in an expedition is likely unintended since it's not updated on changes. * Store dynamic zone ids on clients These will now be used for client dynamic zone lookups to remove dependency on any dz type system caches * Move member management to dz This moves server messaging for adding and removing members to internal dynamic zone methods Set default dz member status to Unknown * Move member status caching to dz This moves world member status caching into internal dz methods Zone member updates for created expeditions are now async and sent after world replies with member statuses. Prior to this two memberlist packets were sent to members in other zones on creation to update statuses. This also fixes a bug with member statuses being wrong for offline raid members in the zone that created an expedition. Note that live kicks offline players out of raids so this is only to support emu behavior. * Move member status updates to dz * Set dz member status on all client dzs This also renames the zone entry dz update method and moves window update to a dynamic zone method. Eventually expedition components should just be merged with dz and handled as another dz type * Save instance safe return on characters Add character_instance_safereturns table and repository Previously dz safe return only worked for online characters via the dz kicktimer or offline characters with a workaround that moved them when an expedition was deleted. There were various edge cases that would cause characters to be moved to bind instead (succoring after removal, camping before kick timer, removed while offline, bulk kickplayers removal with some offline) This updates a character's instance safereturn every time they enter a zone. If a character enters world in an instance that expired or are no longer part of they'll be moved to their instance safereturn (if the safereturn data is for the same zone-instance). Bind is still a fallback This may also be used for non-dz instancing so it's named generically This removes the expedition MoveMembersToSafeReturn workaround which deprecates the is_current_member column of dynamic_zone_members and will be removed in a followup patch. * Remove is_current_member from dz members This was only being used in the workaround to move past members to dz safereturns if they were still inside the dz but not online * Let dz check leader in world This moves expedition leader processing in world to the dynamic zone. This is a step in phasing out the separate expedition class for things that can run off the dynamic zone core with simple dz type checks This greatly simplifies checking leader on member and status changes without needing callbacks. Other dz types that may use the dz leader object can just handle it directly on the dz the same as expeditions * Let dz handle member expire warnings This moves expire warning checks to dz. This will make it easier for other dz types to issue expire warnings if needed * Use separate dynamic zone cache Dynamic zones are no longer member objects of expeditions and have been placed into their own cache. This was done so other dz types can be cached without relying on their systems. Client and zone dz Lookups are now independent of any system This continues the process of phasing out a separate expedition cache. Eventually expeditions can just be run directly as dynamic zones internally with a few dz type checks. Add dz serialization methods (cereal) for passing server dz creation Modify #dz list to show cache and database separately. Also adds #dz cache reload. This command will reload expeditions too since they currently hold references to the dz in their own zone cache. Add a dynamic zone processing class to world to process all types and move expedition processing to it * Move expedition makeleader processing to dz * Let dz handle expedition deletions This removes the need for separate expedition cache in world This will greatly simplify world dynamic zone caching and processing. Dynamic zones that are expeditions can just handle this directly. Once lockouts and other components are completely moved to dynamic zones the separate expedition cache in zone will also no longer be necessary * Remove ExpeditionBase class Since world no longer caches expeditions this will not be necessary * Fix windows compile * Implement task dz creation Prototype dz creation for shared tasks * Add and remove shared task members from dz Also keep leader updated (used in choose zone window) * Fix client crash on failed shared task * Fix linux compile and warning * Check client nullptr for dz message This was accidently removed when expedition makeleader was moved * Disable dz creation for solo tasks * Add shared task repository headers to CMakeLists * Add shared task dynamic zones table * Add shared task dz database persistence * Get members from db on shared task dz creation This fixes a case where removing a member from a shared task dz would fail if the member's name was empty. This could happen if the shared task dz was created while a member was offline. This also changes the dz member removal method to only check id. It might be possible to change all dz member validations to only check ids since names are primarily for window updates, but shared task dz member names need to be non-empty anyway to support possible live-like dz window usage in the future. * Add character message methods to world Add simple and eqstr message methods to ClientList Add shared task manager methods to message all members or leader * Add SyncClientSharedTaskState and nested sync strategies to cover M3 work * Fix whitespace * Implement task request cooldown timer This implements the task request cooldown (15 seconds) that live uses when a task is accepted. This will also need to be set when shared tasks are offered (likely due to additional group/raid validations) * Implement shared task selector validation This implements the validation and filtering that occurs before the task selection window is sent to a client for shared tasks To keep things live-like, task selectors that contain a shared task will be run through shared task validation and drop non-shared tasks. Live doesn't mix types in task selections and this makes validation simpler. Also note that live sends shared task selectors via a different opcode than solo tasks but that has not been implemented yet * Add separate shared task select opcodes Live uses separate opcodes for solo and shared task selection windows * Convert ActivityType to enum class * Refactor task selector serialization This adds serializer methods to task and task objective structs for the task selection windows. This combines the duplicate task selector methods to reduce code duplication and simplify serialization * Add shared task selector This sends shared task selection window using the shared task specific opcode and adds an opcode handler for shared task accepts which are sent by client in response to setting selection window to shared task type. * Refactor task objective serialization This adds a serialization method to the task objective struct for serializing objectives in the window list and combines the separate client-based methods to reduce duplicated code. * Add task level spread and player count columns * Implement shared task accept validation This adds a common method for shared task character request queries * Add task replay and request timer columns * Add character task timers table * Use shared task accept time on clients This overrides client task accept time with shared task's creation time. This is needed for accurate window task timers and lockout messages especially for characters added to shared tasks post creation * Implement task timer lockouts This implements replay and request task timers for solo and shared tasks * Add solo and shared task timer validation * Remove logging of padding array This gets interpreted as a c string which may not be null terminated * Implement /kickplayers task This also fixes current CancelTask behavior for leader which was performing kickplayers functionality through the remove task button * Implement /taskquit command * Implement shared task invite validation Remove active invitation before invite accept validation * Remove local client db persistence during SyncClientSharedTaskRemoveLocalIfNotExists * Add missing accept time arg to assign task * Only validate non-zero task invite requirements * Fix task error log crash * Separate task cooldown timer messaging * Use method to check for client shared task * Avoid unneeded task invite validation query Only need to query character data for levels for non-zero level spread * Implement /tasktimers command May want to add some type of throttled caching mechanism for this in the future * Add /tasktimers rate limiter * Intercept shared task completion; more work to come * Change SharedTaskActivityState and SharedTasks time objects to datetime * Add updated_time updates to SharedTaskActivities * Mark shared tasks as complete when all activities are completed * Save a database query on shared task completion and use the active record in memory * Don't record shared task completions to the quest log * Implement RecordSharedTaskCompletion, add tables, repositories * Update shared_task_manager.cpp * Update shared_task_manager.cpp * Add shared task replay timers This is still not feature complete. On live any past members that ever joined the shared task will receive a replay timer when it's completed * Create FindCharactersInSharedTasks that searches through memory * Remove namespace shorthand and formatting * More minor cleanup * Implement PurgeAllSharedTasks via #task command * Add #task purgetimers * Decrease m_keepalive time between processes * Remove type ordering in /tasktimer query * Add comment for task packet reward multiplier This is likely a reward multiplier that changes text color based on value to represent any scaled bonus or penalty * Add replay timers to past members This implements the live behavior that adds replay timers to any previous member of a shared task. This likely exists to avoid possible exploits. Shared task member history is stored in memory and is used to assign replay timers. This history will be lost on world crashes or restarts but is simpler than saving past member state in database. This also makes world send shared task replay timer messages since past members need to be messaged now * Move PurgeTaskTimers client method to tasks.cpp * Remove dz members when purging shared tasks Server dz states need to be updated before shared tasks are deleted * Use exact name in shared task invites This removes the wildcards from shared task invite character queries which was sometimes selecting the wrong character Taskadd validation is called even for invalid characters to allow for proper messages to occur * Clear declined active shared task invitations This also notifies leader for declined shared task invites * Store shared task member names This adds back the character name field to SharedTaskMember. This should make serialization easier in the future and reduce database lookups when names are needed for /task commands * Implement /taskplayerlist command * Replace queries with member name lookups Now that shared task members store names these queries are unnecessary This also adds not-a-member messages for /taskremove and /taskmakeleader * Implement shared task member change packet This avoids sending the full member list to members when a single member is added or removed and lets the client generate chat messages for it. * Serialize shared task member list from world This uses cereal to serialize the full member list from world and removes the zone query workarounds * Initialize client task state array This was causing sql query errors on client state reloads The client task information array was uninitialized resulting in being filled with 0xcdcdcdcd values in msvc debug builds. Under release builds this may have resulted in indeterminate values A better fix would be to refactor some of this legacy code * Add shared task command messages Add messages for non-leader task commands This adds taskadd, taskremove, taskmakeleader, and taskquit messages The leader receives double messages for taskremove like live due to the client generated message as well as the explicit one. It also receives double server messages if the leader /taskremoves self. * Replace some task messages with eqstrs This also updates to use live colors * Avoid shared task invite leader lookup query Since member names are stored now this query is also unnecessary * Avoid reloading client state on shared task accept This was unnecessarily reloading client task state when added to a shared task. This also resulted in all active tasks being resent to shared task members on creation. The shared task itself is the only task that needs to be sent which is handled by AcceptNewTask. * Remove active shared task invite on zone Live doesn't re-send shared task invites after zoning like it does for expeditions so there's no need to keep these around. This fixes active invitations never getting reset on characters that zone or go offline. * Choose new shared task leader if leader removed * Add separate shared task kickplayers method * Enable EVENT_CAST_ON for clients This will be required for a shared task objective (The Creator) in DoN * Revert "Avoid reloading client state on shared task accept" This reverts commit 3af14fee2de8b109ffb6c2b2fc67731e1531a665. Without this clients added to a task after some objectives have been completed don't get updated state. Will need to investigate this later * Disallow looting inside a dz by non-members Non-members of a dynamic zone should not be allowed to loot npcs inside it. This should have been disabled for expeditions already but was still allowed due to an oversight (or live behavior changed). This is less critical for shared tasks since members can be added and removed at will without leaving a dz but still an important feature. * Change load where criteria * Increase task completion emote column size * Use eqstr for task item reward message * Implement radiant and ebon crystal rewards This adds reward columns for radiant and ebon crystals to the tasks table and updates task description serialization * Send task completion emote before rewards This matches live and makes it a little easier to see item rewards when tasks have a long completion emote. This also changes it to send via the same normal message opcode that live uses. * Do not send a shared task in completed task history * Allow EVENT_TASK_STAGE_COMPLETE for quest goals This invokes event_task_stage_complete for task elements flagged with a quest controlled goal method. It should be expected behavior that a completed task stage always fires this event even if a quest controls it * Add SyncSharedTaskZoneClientDoneCountState * Swap return for continue in this case * Formatting * Simplify * Formatting * Formatting * Formatting * Remove errant check * Formatting, add setter for shared tasks * Remove debugging * Comments in PR * More PR follow up * Formatting * Cleanup * Update packet comments * Comments * More cleanup * Send command error message if not in shared task /taskadd is the only command with this feedback on live. Newer live clients also generate this instead of the server sending the message * Implement expire_time on SharedTask object and add a purge on world bootup * Comment * Add SyncClientSharedTaskStateToLocal where clients fall out of sync and no longer have a task locally * Clamp shared task activity updates to max done count and discard updates out of bounds * Fix packet send * Revert packet send * Adjust clamping OOO for completed time check. Add completed tables to purge truncation * Refactor kill update logic so that shared task kill updates only update one client instead of all clients * Cleanup how we're checking for active tasks * Forward task sets that contain shared tasks This forwards task sets that contain a shared task to shared task selector validation like normal task selectors * Change eqstr for empty solo task offers This is the message live appears to use if all task offers are filtered out by solo task validation * Fix max active tasks client message This message starts at the third argument. It was maybe intended to be an npc say message but live just sends it as a normal eqstr with the first two arguments nulled. * Load client task state after zoning complete This fixes a possible race where a character removed from a shared task while zoning would be stuck with an incorrect character activities state after zoning was completed. This was caused by the character loading task state to early on zone entry but never receiving the remove player message from world since they are missing from the world cle until zoning is completed. Loading client state after zone connection is completed makes sure the client has the latest state and available to the world cle * Send message to clients removed while zoning This message should usually only be sent to characters that were removed from a shared task while zoning but will occur for any sync state removals where a message wouldn't have already occured. * Post rebase fix * HG comment for checking active task * Addressing HG comments around zeroing out a shared task id * Remove errant comment * Post rebase database manifest updates * Update eqemu_logsys_log_aliases.h * More rebase catches * Bump database version for last commit Co-authored-by: hg <4683435+hgtw@users.noreply.github.com>
531 lines
40 KiB
C
531 lines
40 KiB
C
#ifndef STRING_IDS
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#define STRING_IDS
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//These strings are loaded from eqstr_us.txt, but may vary between client versions. Maybe we could make this an enum that's dependent on the client version?
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#define GENERIC_9_STRINGS 1 //%1 %2 %3 %4 %5 %6 %7 %8 %9
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#define TARGET_OUT_OF_RANGE 100 //Your target is out of range, get closer!
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#define TARGET_NOT_FOUND 101 //Target player not found.
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#define TRADE_CANCEL_LORE 104 //Trade cancelled, duplicated Lore Items would result.
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#define CANNOT_BIND 105 //You cannot form an affinity with this area. Try a city.
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#define SPELL_DOES_NOT_WORK_HERE 106 //This spell does not work here.
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#define SPELL_DOES_NOT_WORK_PLANE 107 //This spell does not work on this plane.
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#define CANT_SEE_TARGET 108 //You cannot see your target.
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#define MGB_STRING 113 //The next group buff you cast will hit all targets in range.
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#define ABILITY_FAILED 116 //Your ability failed. Timer has been reset.
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#define ESCAPE 114 //You escape from combat, hiding yourself from view.
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#define AA_OFF 119 //Alternate Experience is *OFF*.
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#define AA_ON 121 //Alternate Experience is *ON*.
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#define TARGET_TOO_FAR 124 //Your target is too far away, get closer!
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#define PROC_TOOLOW 126 //Your will is not sufficient to command this weapon.
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#define PROC_PETTOOLOW 127 //Your pet's will is not sufficient to command its weapon.
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#define YOU_FLURRY 128 //You unleash a flurry of attacks.
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#define FAILED_DISARM_TRAP 129 //You failed to disarm the trap.
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#define DOORS_LOCKED 130 //It's locked and you're not holding the key.
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#define DOORS_CANT_PICK 131 //This lock cannot be picked.
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#define DOORS_INSUFFICIENT_SKILL 132 //You are not sufficiently skilled to pick this lock.
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#define DOORS_GM 133 //You opened the locked door with your magic GM key.
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#define ITEMS_INSUFFICIENT_LEVEL 136 //You are not sufficient level to use this item.
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#define GAIN_XP 138 //You gain experience!!
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#define GAIN_GROUPXP 139 //You gain party experience!!
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#define BOW_DOUBLE_DAMAGE 143 //Your bow shot did double dmg.
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#define YOU_ARE_BEING_BANDAGED 147 //Someone is bandaging you.
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#define FORAGE_GRUBS 150 //You have scrounged up some fishing grubs.
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#define FORAGE_WATER 151 //You have scrounged up some water.
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#define FORAGE_FOOD 152 //You have scrounged up some food.
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#define FORAGE_DRINK 153 //You have scrounged up some drink.
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#define FORAGE_NOEAT 154 //You have scrounged up something that doesn't look edible.
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#define FORAGE_FAILED 155 //You fail to locate any food nearby.
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#define ALREADY_FISHING 156 //You are already fishing!
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#define FISHING_NO_POLE 160 //You can't fish without a fishing pole, go buy one.
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#define FISHING_EQUIP_POLE 161 //You need to put your fishing pole in your primary hand.
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#define FISHING_NO_BAIT 162 //You can't fish without fishing bait, go buy some.
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#define FISHING_CAST 163 //You cast your line.
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#define NOT_SCARING 164 //You're not scaring anyone.
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#define FISHING_STOP 165 //You stop fishing and go on your way.
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#define FISHING_LAND 166 //Trying to catch land sharks perhaps?
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#define FISHING_LAVA 167 //Trying to catch a fire elemental or something?
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#define FISHING_FAILED 168 //You didn't catch anything.
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#define FISHING_POLE_BROKE 169 //Your fishing pole broke!
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#define FISHING_SUCCESS 170 //You caught, something...
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#define FISHING_SUCCESS_FISH_NAME 421 //You caught %1!
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#define FISHING_SPILL_BEER 171 //You spill your beer while bringing in your line.
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#define FISHING_LOST_BAIT 172 //You lost your bait!
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#define SPELL_FIZZLE 173 //Your spell fizzles!
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#define MUST_EQUIP_ITEM 179 //You cannot use this item unless it is equipped.
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#define MISS_NOTE 180 //You miss a note, bringing your song to a close!
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#define CANNOT_USE_ITEM 181 //Your race, class, or deity cannot use this item.
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#define ITEM_OUT_OF_CHARGES 182 //Item is out of charges.
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#define TARGET_NO_MANA 191 //Your target has no mana to affect
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#define TARGET_GROUP_MEMBER 196 //You must first target a group member.
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#define SPELL_TOO_POWERFUL 197 //Your spell is too powerful for your intended target.
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#define INSUFFICIENT_MANA 199 //Insufficient Mana to cast this spell!
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#define SAC_TOO_LOW 203 //This being is not a worthy sacrifice.
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#define SAC_TOO_HIGH 204 //This being is too powerful to be a sacrifice.
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#define CANNOT_SAC_SELF 205 //You cannot sacrifice yourself.
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#define SILENCED_STRING 207 //You *CANNOT* cast spells, you have been silenced!
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#define CANNOT_AFFECT_PC 210 //That spell can not affect this target PC.
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#define SPELL_NEED_TAR 214 //You must first select a target for this spell!
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#define SUMMON_ONLY_GROUP_CORPSE 215 //You must first target a living group member whose corpse you wish to summon.
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#define ONLY_ON_CORPSES 221 //This spell only works on corpses.
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#define CANT_DRAIN_SELF 224 //You can't drain yourself!
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#define CORPSE_NOT_VALID 230 //This corpse is not valid.
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#define CORPSE_TOO_OLD 231 //This player cannot be resurrected. The corpse is too old.
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#define CAST_OUTDOORS 234 //You can only cast this spell in the outdoors.
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#define SPELL_RECAST 236 //Spell recast time not yet met.
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#define SPELL_RECOVERY 237 //Spell recovery time not yet met.
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#define CANNOT_MEZ 239 //Your target cannot be mesmerized.
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#define CANNOT_MEZ_WITH_SPELL 240 //Your target cannot be mesmerized (with this spell).
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#define IMMUNE_STUN 241 //Your target is immune to the stun portion of this effect.
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#define IMMUNE_ATKSPEED 242 //Your target is immune to changes in its attack speed.
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#define IMMUNE_FEAR 243 //Your target is immune to fear spells.
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#define IMMUNE_MOVEMENT 244 //Your target is immune to changes in its run speed.
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#define ONLY_ONE_PET 246 //You cannot have more than one pet at a time.
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#define CANNOT_CHARM_YET 248 //Your target is too high of a level for your charm spell.
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#define CANNOT_AFFECT_NPC 251 //That spell can not affect this target NPC.
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#define FD_CAST_ON 254 //You are no longer feigning death, because a spell hit you.
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#define SUSPEND_MINION_HAS_AGGRO 256 //Your pet is the focus of something's attention.
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#define NO_PET 255 //You do not have a pet.
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#define GATE_FAIL 260 //Your gate is too unstable, and collapses.
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#define CORPSE_CANT_SENSE 262 //You cannot sense any corpses for this PC in this zone.
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#define SPELL_NO_HOLD 263 //Your spell did not take hold.
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#define CANNOT_CHARM 267 //This NPC cannot be charmed.
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#define SPELL_NO_EFFECT 268 //Your target looks unaffected.
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#define NO_INSTRUMENT_SKILL 269 //Stick to singing until you learn to play this instrument.
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#define REGAIN_AND_CONTINUE 270 //You regain your concentration and continue your casting.
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#define SPELL_WOULDNT_HOLD 271 //Your spell would not have taken hold on your target.
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#define MISSING_SPELL_COMP 272 //You are missing some required spell components.
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#define INVIS_BEGIN_BREAK 275 //You feel yourself starting to appear.
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#define DISCIPLINE_CONLOST 278 //You lose the concentration to remain in your fighting discipline.
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#define REZ_REGAIN 289 //You regain some experience from resurrection.
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#define DUP_LORE 290 //Duplicate lore items are not allowed.
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#define TGB_ON 293 //Target other group buff is *ON*.
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#define TGB_OFF 294 //Target other group buff is *OFF*.
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#define DISARMED_TRAP 305 //You have disarmed the trap.
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#define LDON_SENSE_TRAP1 306 //You do not Sense any traps.
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#define TRADESKILL_NOCOMBINE 334 //You cannot combine these items in this container type!
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#define TRADESKILL_FAILED 336 //You lacked the skills to fashion the items together.
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#define TRADESKILL_TRIVIAL 338 //You can no longer advance your skill from making this item.
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#define TRADESKILL_SUCCEED 339 //You have fashioned the items together to create something new!
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#define EVADE_SUCCESS 343 //You have momentarily ducked away from the main combat.
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#define EVADE_FAIL 344 //Your attempts at ducking clear of combat fail.
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#define HIDE_FAIL 345 //You failed to hide yourself.
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#define HIDE_SUCCESS 346 //You have hidden yourself from view.
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#define SNEAK_SUCCESS 347 //You are as quiet as a cat stalking its prey.
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#define SNEAK_FAIL 348 //You are as quiet as a herd of running elephants.
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#define MEND_CRITICAL 349 //You magically mend your wounds and heal considerable damage.
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#define MEND_SUCCESS 350 //You mend your wounds and heal some damage.
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#define MEND_WORSEN 351 //You have worsened your wounds!
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#define MEND_FAIL 352 //You have failed to mend your wounds.
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#define LDON_SENSE_TRAP2 367 //You have not detected any traps.
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#define TRAP_TOO_FAR 368 //You are too far away from that trap to affect it.
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#define FAIL_DISARM_DETECTED_TRAP 370 //You fail to disarm the detected trap.
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#define LOOT_LORE_ERROR 371 //You cannot loot this Lore Item. You already have one.
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#define PICK_LORE 379 //You cannot pick up a lore item you already possess.
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#define POISON_TOO_HIGH 382 // This poison is too high level for you to apply.
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#define CORPSE_TOO_FAR 389 //The corpse is too far away to summon.
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#define CONSENT_DENIED 390 //You do not have consent to summon that corpse.
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#define DISCIPLINE_RDY 393 //You are ready to use a new discipline now.
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#define CONSENT_INVALID_NAME 397 //Not a valid consent name.
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#define CONSENT_NPC 398 //You cannot consent NPC\'s.
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#define CONSENT_YOURSELF 399 //You cannot consent yourself.
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#define CONSENT_WAIT 400 //You must wait 2 seconds between consents.
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#define SONG_NEEDS_DRUM 405 //You need to play a percussion instrument for this song
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#define SONG_NEEDS_WIND 406 //You need to play a wind instrument for this song
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#define SONG_NEEDS_STRINGS 407 //You need to play a stringed instrument for this song
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#define SONG_NEEDS_BRASS 408 //You need to play a brass instrument for this song
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#define AA_GAIN_ABILITY 410 //You have gained the ability "%T1" at a cost of %2 ability %T3.
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#define AA_IMPROVE 411 //You have improved %T1 %2 at a cost of %3 ability %T4.
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#define AA_REUSE_MSG 413 //You can use the ability %B1(1) again in %2 hour(s) %3 minute(s) %4 seconds.
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#define AA_REUSE_MSG2 414 //You can use the ability %B1(1) again in %2 minute(s) %3 seconds.
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#define YOU_HEALED 419 //%1 has healed you for %2 points of damage.
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#define BEGINS_TO_GLOW 422 //Your %1 begins to glow.
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#define ALREADY_INVIS 423 //%1 tries to cast an invisibility spell on you, but you are already invisible.
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#define YOU_ARE_PROTECTED 424 //%1 tries to cast a spell on you, but you are protected.
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#define TARGET_RESISTED 425 //Your target resisted the %1 spell.
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#define YOU_RESIST 426 //You resist the %1 spell!
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|
#define YOU_CRIT_HEAL 427 //You perform an exceptional heal! (%1)
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#define YOU_CRIT_BLAST 428 //You deliver a critical blast! (%1)
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|
#define SUMMONING_CORPSE 429 //Summoning your corpse.
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|
#define SUMMONING_CORPSE_OTHER 430 //Summoning %1's corpse.
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|
#define MISSING_SPELL_COMP_ITEM 433 //You are missing %1.
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|
#define OTHER_HIT_NONMELEE 434 //%1 was hit by non-melee for %2 points of damage.
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#define SPELL_WORN_OFF_OF 436 //Your %1 spell has worn off of %2.
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#define SPELL_WORN_OFF 437 //Your %1 spell has worn off.
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#define PET_TAUNTING 438 //Taunting attacker, Master.
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|
#define INTERRUPT_SPELL 439 //Your spell is interrupted.
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#define LOSE_LEVEL 442 //You LOST a level! You are now level %1!
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#define GAIN_ABILITY_POINT 446 //You have gained an ability point! You now have %1 ability point%2.
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|
#define GAIN_LEVEL 447 //You have gained a level! Welcome to level %1!
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|
#define LANG_SKILL_IMPROVED 449 //Your language skills have improved.
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|
#define OTHER_LOOTED_MESSAGE 466 //--%1 has looted a %2--
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|
#define LOOTED_MESSAGE 467 //--You have looted a %1--
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#define FACTION_WORST 469 //Your faction standing with %1 could not possibly get any worse.
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|
#define FACTION_WORSE 470 //Your faction standing with %1 got worse.
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|
#define FACTION_BEST 471 //Your faction standing with %1 could not possibly get any better.
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#define FACTION_BETTER 472 //Your faction standing with %1 got better.
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|
#define PET_REPORT_HP 488 //I have %1 percent of my hit points left.
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|
#define PET_NO_TAUNT 489 //No longer taunting attackers, Master.
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|
#define PET_DO_TAUNT 490 //Taunting attackers as normal, Master.
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|
#define CORPSE_DECAY1 495 //This corpse will decay in %1 minute(s) %2 seconds.
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|
#define DISC_LEVEL_ERROR 503 //You must be a level %1 ... to use this discipline.
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#define DISCIPLINE_CANUSEIN 504 //You can use a new discipline in %1 minutes %2 seconds.
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|
#define PVP_ON 552 //You are now player kill and follow the ways of Discord.
|
|
#define GENERIC_STRINGID_SAY 554 //%1 says '%T2'
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|
#define CANNOT_WAKE 555 //%1 tells you, 'I am unable to wake %2, master.'
|
|
#define SUMMONING_CORPSE_ZONE 596 //Summoning %1's corpse(s).
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|
#define TASK_NOT_RIGHT_LEVEL 615 //You are not at the right level for this task.
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|
#define PET_HOLD_SET_ON 698 //The pet hold mode has been set to on.
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#define PET_HOLD_SET_OFF 699 //The pet hold mode has been set to off.
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|
#define PET_FOCUS_SET_ON 700 //The pet focus mode has been set to on.
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|
#define PET_FOCUS_SET_OFF 701 //The pet focus mode has been set to off.
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|
#define PET_SPELLHOLD_SET_ON 702 //The pet spellhold mode has been set to on.
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|
#define PET_SPELLHOLD_SET_OFF 703 //The pet spellhold mode has been set to off.
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|
#define GUILD_NAME_IN_USE 711 //You cannot create a guild with that name, that guild already exists on this server.
|
|
#define GM_GAINXP 1002 //[GM] You have gained %1 AXP and %2 EXP (%3).
|
|
#define MALE_SLAYUNDEAD 1007 //%1's holy blade cleanses his target!(%2)
|
|
#define FEMALE_SLAYUNDEAD 1008 //%1's holy blade cleanses her target!(%2)
|
|
#define FINISHING_BLOW 1009 //%1 scores a Finishing Blow!!
|
|
#define ASSASSINATES 1016 //%1 ASSASSINATES their victim!!
|
|
#define CRIPPLING_BLOW 1021 //%1 lands a Crippling Blow!(%2)
|
|
#define CRITICAL_HIT 1023 //%1 scores a critical hit! (%2)
|
|
#define DEADLY_STRIKE 1024 //%1 scores a Deadly Strike!(%2)
|
|
#define RESISTS_URGE 1025 //%1 resists their urge to flee.
|
|
#define BERSERK_START 1027 //%1 goes into a berserker frenzy!
|
|
#define DEATH_PACT 1028 //%1's death pact has been benevolently fulfilled!
|
|
#define DIVINE_INTERVENTION 1029 //%1 has been rescued by divine intervention!
|
|
#define BERSERK_END 1030 //%1 is no longer berserk.
|
|
#define GATES 1031 //%1 Gates.
|
|
#define GENERIC_SAY 1032 //%1 says '%2'
|
|
#define OTHER_REGAIN_CAST 1033 //%1 regains concentration and continues casting.
|
|
#define GENERIC_SHOUT 1034 //%1 shouts '%2'
|
|
#define GENERIC_EMOTE 1036 //%1 %2
|
|
#define OTHER_CRIT_HEAL 1039 //%1 performs an exceptional heal! (%2)
|
|
#define OTHER_CRIT_BLAST 1040 //%1 delivers a critical blast! (%2)
|
|
#define NPC_ENRAGE_START 1042 //%1 has become ENRAGED.
|
|
#define NPC_ENRAGE_END 1043 //%1 is no longer enraged.
|
|
#define NPC_RAMPAGE 1044 //%1 goes on a RAMPAGE!
|
|
#define NPC_FLURRY 1045 //%1 executes a FLURRY of attacks on %2!
|
|
#define DISCIPLINE_FEARLESS 1076 //%1 becomes fearless.
|
|
#define DUEL_FINISHED 1088 //dont know text
|
|
#define EATING_MESSAGE 1091 //Chomp, chomp, chomp... %1 takes a bite from a %2.
|
|
#define DRINKING_MESSAGE 1093 //Glug, glug, glug... %1 takes a drink from a %2.
|
|
#define SUCCESSFUL_TAUNT 1095 //I'll teach you to interfere with me %3.
|
|
#define PET_SIT_STRING 1130 //Changing position, Master.
|
|
#define PET_CALMING 1131 //Sorry, Master..calming down.
|
|
#define PET_FOLLOWING 1132 //Following you, Master.
|
|
#define PET_GUARDME_STRING 1133 //Guarding you, Master.
|
|
#define PET_GUARDINGLIFE 1134 //Guarding with my life..oh splendid one.
|
|
#define PET_GETLOST_STRING 1135 //As you wish, oh great one.
|
|
#define PET_LEADERIS 1136 //My leader is %3.
|
|
#define I_FOLLOW_NOONE 1137 //I follow no one.
|
|
#define PET_ON_HOLD 1138 //Waiting for your order to attack, Master.
|
|
#define NOT_LEGAL_TARGET 1139 //I beg forgiveness, Master. That is not a legal target.
|
|
#define MERCHANT_BUSY 1143 //I'm sorry, I am busy right now.
|
|
#define MERCHANT_GREETING 1144 //Welcome to my shop, %3.
|
|
#define MERCHANT_HANDY_ITEM1 1145 //Hello there, %3. How about a nice %4?
|
|
#define MERCHANT_HANDY_ITEM2 1146 //Greetings, %3. You look like you could use a %4.
|
|
#define MERCHANT_HANDY_ITEM3 1147 //Hi there %3, just browsing? Have you seen the %4 I just got in?
|
|
#define MERCHANT_HANDY_ITEM4 1148 //Welcome to my shop, %3. You would probably find a %4 handy.
|
|
#define WONT_SELL_RACE1 1154 //I don't like to speak to %B3(12) much less sell to them!
|
|
#define WONT_SELL_CLASS1 1155 //It's %B3(13) like you that are ruining the continent...get OUT!
|
|
#define WONT_SELL_CLASS2 1156 //Isn't there some kind of ordinance against %B3(13) crawling out from under their rocks?
|
|
#define WONT_SELL_CLASS3 1157 //%B3(13) like you don't have any place in my shop..now make way for welcome customers.
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|
#define WONT_SELL_CLASS4 1158 //I thought scumbag %B3(13) like you just stole whatever they need. Now GET OUT!
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|
#define WONT_SELL_CLASS5 1159 //I don't have anything to do with %B3(13)..move along.
|
|
#define WONT_SELL_NONSTDRACE1 1160 //I don't have anything to do with your little gang..move along.
|
|
#define WONT_SELL_RACE2 1161 //It's not enough that you %B3(12) have ruined your own land. Now get lost!
|
|
#define WONT_SELL_RACE3 1162 //I have something here that %B3(12) use..let me see...it's the EXIT, now get LOST!
|
|
#define WONT_SELL_RACE4 1163 //Don't you %B3(12) have your own merchants? Whatever, I'm not selling anything to you!
|
|
#define WONT_SELL_NONSTDRACE2 1164 //Members of your little "club" have ruined things around here..get lost!
|
|
#define WONT_SELL_NONSTDRACE3 1165 //I don't have anything to do with your damned club..move along.
|
|
#define WONT_SELL_DEEDS1 1166 //Creatures like you make me sick..the things you do..get out of here Pagan!
|
|
#define WONT_SELL_DEEDS2 1167 //After all the things you've done..the things you believe in..leave my shop!
|
|
#define WONT_SELL_DEEDS3 1168 //Actions speak louder than beliefs, and I despise both your actions and all you believe in.
|
|
#define WONT_SELL_DEEDS4 1169 //Get out of here now!
|
|
#define WONT_SELL_DEEDS5 1170 //I am tolerant by nature..but infidels like you push me past my limit..get out!
|
|
#define WONT_SELL_DEEDS6 1171 //I cannot abide you or your actions against all that is right..BE GONE!
|
|
#define AA_POINT 1197 //point
|
|
#define AA_POINTS 1215 //points
|
|
#define SPELL_FIZZLE_OTHER 1218 //%1's spell fizzles!
|
|
#define MISSED_NOTE_OTHER 1219 //A missed note brings %1's song to a close!
|
|
#define SPELL_LEVEL_REQ 1226 //This spell only works on people who are level %1 and under.
|
|
#define CORPSE_DECAY_NOW 1227 //This corpse is waiting to expire.
|
|
#define CORPSE_ITEM_LOST 1228 //Your items will no longer stay with you when you respawn on death. You will now need to return to your corpse for your items.
|
|
#define CORPSE_EXP_LOST 1229 //You will now lose experience when you die.
|
|
#define FLICKERS_PALE_LIGHT 1230 //Your %1 flickers with a pale light.
|
|
#define PULSES_WITH_LIGHT 1231 //Your %1 pulses with light as your vision sharpens.
|
|
#define FEEDS_WITH_POWER 1232 //Your %1 feeds you with power.
|
|
#define POWER_DRAIN_INTO 1233 //You feel your power drain into your %1.
|
|
#define SEEMS_DRAINED 1234 //Your %1 seems drained of power.
|
|
#define ALIVE_WITH_POWER 1235 //Your %1 feels alive with power.
|
|
#define SPARKLES 1236 //Your %1 sparkles.
|
|
#define GROWS_DIM 1237 //Your %1 grows dim.
|
|
#define BEGINS_TO_SHINE 1238 //Your %1 begins to shine.
|
|
#define SURNAME_REJECTED 1374 //Your new surname was rejected. Please try a different name.
|
|
#define DUEL_DECLINE 1383 //%1 has declined your challenge to duel to the death.
|
|
#define DUEL_ACCEPTED 1384 //%1 has already accepted a duel with someone else.
|
|
#define DUEL_CONSIDERING 1385 //%1 is considering a duel with someone else.
|
|
#define PLAYER_REGAIN 1394 //You have control of yourself again.
|
|
#define REZZ_ALREADY_PENDING 1379 //You were unable to restore the corpse to life, but you may have success with a later attempt.
|
|
#define IN_USE 1406 //Someone else is using that. Try again later.
|
|
#define DUEL_FLED 1408 //%1 has defeated %2 in a duel to the death! %3 has fled like a cowardly dog!
|
|
#define MEMBER_OF_YOUR_GUILD 1429
|
|
#define OFFICER_OF_YOUR_GUILD 1430
|
|
#define LEADER_OF_YOUR_GUILD 1431
|
|
#define TRADE_HAS_BEEN_CANCELLED 1449
|
|
#define RECEIVED_PLATINUM 1452 //You receive %1 Platinum from %2.
|
|
#define RECEIVED_GOLD 1453 //You receive %1 Gold from %2.
|
|
#define RECEIVED_SILVER 1454 //You receive %1 Silver from %2.
|
|
#define RECEIVED_COPPER 1455 //You receive %1 Copper from %2.
|
|
#define STRING_FEIGNFAILED 1456 //%1 has fallen to the ground.
|
|
#define DOORS_SUCCESSFUL_PICK 1457 //You successfully picked the lock.
|
|
#define PLAYER_CHARMED 1461 //You lose control of yourself!
|
|
#define TRADER_BUSY 1468 //That Trader is currently with a customer. Please wait until their transaction is finished.
|
|
#define SENSE_CORPSE_DIRECTION 1563 //You sense a corpse in this direction.
|
|
#define QUEUED_TELL 2458 //[queued]
|
|
#define QUEUE_TELL_FULL 2459 //[zoing and queue is full]
|
|
#define SUSPEND_MINION_UNSUSPEND 3267 //%1 tells you, 'I live again...'
|
|
#define SUSPEND_MINION_SUSPEND 3268 //%1 tells you, 'By your command, master.'
|
|
#define ONLY_SUMMONED_PETS 3269 //3269 This effect only works with summoned pets.
|
|
#define SUSPEND_MINION_FIGHTING 3270 //Your pet must be at peace, first.
|
|
#define SHIELD_TARGET_NPC 3278 //You must first target a living Player Character.
|
|
#define ALREADY_SHIELDED 3279 //Either you or your target is already being shielded.
|
|
#define ALREADY_SHIELDING 3280 //Either you or your target is already shielding another.
|
|
#define START_SHIELDING 3281 //%1 begins to use %2 as a living shield!
|
|
#define END_SHIELDING 3282 //%1 ceases protecting %2.
|
|
#define TRADESKILL_MISSING_ITEM 3455 //You are missing a %1.
|
|
#define TRADESKILL_MISSING_COMPONENTS 3456 //Sorry, but you don't have everything you need for this recipe in your general inventory.
|
|
#define TRADESKILL_LEARN_RECIPE 3457 //You have learned the recipe %1!
|
|
#define TASK_UPDATED 3471 //Your task '%1' has been updated.
|
|
#define YOU_ASSIGNED_TASK 3472 //You have been assigned the task '%1'.
|
|
#define EXPEDITION_YOU_BELONG 3500 //You cannot create this expedition since you already belong to another.
|
|
#define EXPEDITION_YOU_PLAYED_HERE 3501 //You cannot create this expedition for another %1d:%2h:%3m since you have recently played here.
|
|
#define REQUIRED_PLAYER_COUNT 3503 //You do not meet the player count requirement. You have %1 players. You must have at least %2 and no more than %3.
|
|
#define EXPEDITION_REPLAY_TIMER 3504 //%1 cannot be added to this expedition for another %2D:%3H:%4M since they have recently played in this area.
|
|
#define EXPEDITION_AVAILABLE 3507 //%1 is now available to you.
|
|
#define DZADD_INVITE 3508 //Sending an invitation to: %1.
|
|
#define DZ_PREVENT_ENTERING 3510 //A strange magical presence prevents you from entering. It's too dangerous to enter at the moment.
|
|
#define DZADD_INVITE_FAIL 3511 //%1 could not be invited to join you.
|
|
#define UNABLE_RETRIEVE_LEADER 3512 //Unable to retrieve information on the leader to check permissions.
|
|
#define EXPEDITION_NOT_LEADER 3513 //You are not the expedition leader, only %1 can issue this command.
|
|
#define EXPEDITION_NOT_MEMBER 3514 //%1 is not a member of this expedition.
|
|
#define EXPEDITION_REMOVED 3516 //%1 has been removed from %2.
|
|
#define DZSWAP_INVITE 3517 //Sending an invitation to: %1. They must accept in order to swap party members.
|
|
#define DZMAKELEADER_NOT_ONLINE 3518 //%1 is not currently online. You can only transfer leadership to an online member of the expedition you are in.
|
|
#define DZLIST_REPLAY_TIMER 3519 //You have %1d:%2h:%3m remaining until you may enter %4.
|
|
#define DZMAKELEADER_NAME 3520 //%1 has been made the leader for this expedition.
|
|
#define DZMAKELEADER_YOU 3521 //You have been made the leader of this expedition.
|
|
#define EXPEDITION_INVITE_ACCEPTED 3522 //%1 has accepted your offer to join your expedition.
|
|
#define EXPEDITION_MEMBER_ADDED 3523 //%1 has been added to %2.
|
|
#define EXPEDITION_INVITE_ERROR 3524 //%1 accepted your offer to join your expedition but could not due to error(s).
|
|
#define EXPEDITION_INVITE_DECLINED 3525 //%1 has declined your offer to join your expedition.
|
|
#define EXPEDITION_ASKED_TO_JOIN 3527 //%1 has asked you to join the expedition: %2. Would you like to join?
|
|
#define DYNAMICZONE_WAY_IS_BLOCKED 3528 //The way is blocked to you. Perhaps you would be able to enter if there was a reason to come here.
|
|
#define EXPEDITION_NO_TIMERS 3529 //You have no outstanding timers.
|
|
#define EXPEDITION_MIN_REMAIN 3551 //You only have %1 minutes remaining before this expedition comes to an end.
|
|
#define EXPEDITION_LEADER 3552 //Expedition Leader: %1
|
|
#define EXPEDITION_MEMBERS 3553 //Expedition Members: %1
|
|
#define EXPEDITION_EVENT_TIMER 3561 //%1 cannot be added to this expedition since they have recently experienced %2. They must wait another %3D:%4H:%5M until they can experience it again. They may be added to the expedition later, once %2 has been completed.
|
|
#define LOOT_NOT_ALLOWED 3562 //You are not allowed to loot the item: %1.
|
|
#define DZ_UNABLE_RETRIEVE_LEADER 3583 //Unable to retrieve dynamic zone leader to check permissions.
|
|
#define DZADD_NOT_ALLOWING 3585 //The expedition is not allowing players to be added.
|
|
#define DZADD_NOT_ONLINE 3586 //%1 is not currently online. A player needs to be online to be added to a Dynamic Zone
|
|
#define DZADD_EXCEED_MAX 3587 //You can not add another player since you currently have the maximum number of players allowed (%1) in this zone.
|
|
#define DZADD_ALREADY_PART 3588 //You can not add %1 since they are already part of this zone.
|
|
#define DZADD_LEAVE_ZONE_FIRST 3589 //You can not add %1 since they first need to leave the zone before being allowed back in.
|
|
#define DZADD_ALREADY_ASSIGNED 3590 //%1 can not be added to this dynamic zone since they are already assigned to another dynamic zone.
|
|
#define DZADD_REPLAY_TIMER 3591 //%1 can not be added to this dynamic zone for another %2D:%3H:%4M since they have recently played this zone.
|
|
#define DZADD_EVENT_TIMER 3592 //%1 can not be added to this dynamic zone since they have recently experienced %2. They must wait for another %3D:%4H:%5M, or until event %2 has occurred.
|
|
#define DZADD_PENDING 3593 //%1 currently has an outstanding invitation to join this Dynamic Zone.
|
|
#define DZADD_PENDING_OTHER 3594 //%1 currently has an outstanding invitation to join another Dynamic Zone. Players may only have one invitation outstanding.
|
|
#define DZSWAP_CANNOT_REMOVE 3595 //%1 can not be removed from this dynamic zone since they are not assigned to it.
|
|
#define NOT_YOUR_TRAP 3671 //You cannot remove this, you are only allowed to remove traps you have set.
|
|
#define NO_CAST_ON_PET 4045 //You cannot cast this spell on your pet.
|
|
#define REWIND_WAIT 4059 //You must wait a bit longer before using the rewind command again.
|
|
#define CORPSEDRAG_LIMIT 4061 //You are already dragging as much as you can!
|
|
#define CORPSEDRAG_ALREADY 4062 //You are already dragging %1.
|
|
#define CORPSEDRAG_SOMEONE_ELSE 4063 //Someone else is dragging %1.
|
|
#define CORPSEDRAG_BEGIN 4064 //You begin to drag %1.
|
|
#define CORPSEDRAG_STOPALL 4065 //You stop dragging the corpses.
|
|
#define CORPSEDRAG_STOP 4066 //You stop dragging the corpse.
|
|
#define SOS_KEEPS_HIDDEN 4086 //Your Shroud of Stealth keeps you hidden from watchful eyes.␣␣
|
|
#define DISARM_NO_TARGET 4583 //You can't use disarm on that.
|
|
#define TARGET_TOO_CLOSE 4602 //You are too close to your target. Get farther away.
|
|
#define WHOALL_NO_RESULTS 5029 //There are no players in EverQuest that match those who filters.
|
|
#define TELL_QUEUED_MESSAGE 5045 //You told %1 '%T2. %3'
|
|
#define TOLD_NOT_ONLINE 5046 //%1 is not online at this time.
|
|
#define ZONING_NO_EXPANSION 5052 //The zone that you are attempting to enter is part of an expansion that you do not yet own. You may need to return to the Login screen and enter an account key for that expansion. If you have received this message in error, please /petition or send an email to EQAccounts@soe.sony.com
|
|
#define PETITION_NO_DELETE 5053 //You do not have a petition in the queue.
|
|
#define PETITION_DELETED 5054 //Your petition was successfully deleted.
|
|
#define ALREADY_IN_RAID 5060 //%1 is already in a raid.
|
|
#define GAIN_RAIDEXP 5085 //You gained raid experience!
|
|
#define DUNGEON_SEALED 5141 //The gateway to the dungeon is sealed off to you. Perhaps you would be able to enter if you needed to adventure there.
|
|
#define ADVENTURE_COMPLETE 5147 //You received %1 points for successfully completing the adventure.
|
|
#define SUCCOR_FAIL 5169 //The portal collapes before you can escape!
|
|
#define PET_ATTACKING 5501 //%1 tells you, 'Attacking %2 Master.'
|
|
#define AVOID_STUNNING_BLOW 5753 //You avoid the stunning blow.
|
|
#define FATAL_BOW_SHOT 5745 //%1 performs a FATAL BOW SHOT!!
|
|
#define SUSPECT_SEES_YOU 5746 //You suspect that this being can see you.
|
|
#define MELEE_SILENCE 5806 //You *CANNOT* use this melee ability, you are suffering from amnesia!
|
|
#define DISCIPLINE_REUSE_MSG 5807 //You can use the ability %1 again in %2 hour(s) %3 minute(s) %4 seconds.
|
|
#define DISCIPLINE_REUSE_MSG2 5808 //You can use the ability %1 again in %2 minute(s) %3 seconds.
|
|
#define FAILED_TAUNT 5811 //You have failed to taunt your target.
|
|
#define PHYSICAL_RESIST_FAIL 5817 //Your target avoided your %1 ability.
|
|
#define AA_NO_TARGET 5825 //You must first select a target for this ability!
|
|
#define YOU_RECEIVE 5941 //You receive %1.
|
|
#define NO_TASK_OFFERS 6009 //Sorry %3, I don't have anything for someone with your abilities.
|
|
#define MAX_ACTIVE_TASKS 6010 //Sorry %3, you already have the maximum number of active tasks.
|
|
#define TASK_REQUEST_COOLDOWN_TIMER 6011 //Sorry, %3, but you can't request another task for %4 minutes and %5 seconds.
|
|
#define FORAGE_MASTERY 6012 //Your forage mastery has enabled you to find something else!
|
|
#define GUILD_BANK_CANNOT_DEPOSIT 6097 // Cannot deposit this item. Containers must be empty, and only one of each LORE and no NO TRADE or TEMPORARY items may be deposited.
|
|
#define GUILD_BANK_FULL 6098 // There is no more room in the Guild Bank.
|
|
#define GUILD_BANK_TRANSFERRED 6100 // '%1' transferred to Guild Bank from Deposits.
|
|
#define GUILD_BANK_EMPTY_HANDS 6108 // You must empty your hands to withdraw from the Guild Bank.
|
|
#define TRANSFORM_FAILED 6326 //This mold cannot be applied to your %1.
|
|
#define TRANSFORM_COMPLETE 6327 //You have successfully transformed your %1.
|
|
#define DETRANSFORM_FAILED 6341 //%1 has no transformation that can be removed.
|
|
#define GENERIC_STRING 6688 //%1 (used to any basic message)
|
|
#define SENTINEL_TRIG_YOU 6724 //You have triggered your sentinel.
|
|
#define SENTINEL_TRIG_OTHER 6725 //%1 has triggered your sentinel.
|
|
#define IDENTIFY_SPELL 6765 //Item Lore: %1.
|
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#define PET_NOW_HOLDING 6834 //Now holding, Master. I will not start attacks until ordered.
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#define PET_ON_GHOLD 6843 //Pet greater hold has been set to on.
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#define PET_OFF_GHOLD 6846 //Pet greater hold has been set to off.
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#define PET_GHOLD_ON_MSG 6847 //Now greater holding master. I will only attack something new if ordered.
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#define PET_ON_REGROUPING 6854 //Now regrouping, master.
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#define PET_OFF_REGROUPING 6855 //No longer regrouping, master.
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#define BUFF_NOT_BLOCKABLE 7608 //You cannot block this effect.
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#define LDON_DONT_KNOW_TRAPPED 7552 //You do not know if this object is trapped.
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#define LDON_HAVE_DISARMED 7553 //You have disarmed %1!
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#define LDON_ACCIDENT_SETOFF 7554 //You accidentally set off the trap!
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#define LDON_HAVE_NOT_DISARMED 7555 //You have not disarmed %1.
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#define LDON_ACCIDENT_SETOFF2 7556 //You accidentally set off the trap!
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#define LDON_CERTAIN_TRAP 7557 //You are certain that %1 is trapped.
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#define LDON_CERTAIN_NOT_TRAP 7558 //You are certain that %1 is not trapped.
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#define LDON_CANT_DETERMINE_TRAP 7559 //You are unable to determine if %1 is trapped.
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#define LDON_PICKLOCK_SUCCESS 7560 //You have successfully picked %1!
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#define LDON_PICKLOCK_FAILURE 7561 //You have failed to pick %1.
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#define LDON_STILL_LOCKED 7562 //You cannot open %1, it is locked.
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#define LDON_BASH_CHEST 7563 //%1 try to %2 %3, but do no damage.
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#define DOORS_NO_PICK 7564 //You must have a lock pick in your inventory to do this.
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#define LDON_NO_LOCKPICK 7564 //You must have a lock pick in your inventory to do this.
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#define LDON_WAS_NOT_LOCKED 7565 //%1 was not locked.
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#define LDON_WAS_NOT_TRAPPED 7566 //%1 was not trapped
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#define GAIN_SINGLE_AA_SINGLE_AA 8019 //You have gained an ability point! You now have %1 ability point.
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#define GAIN_SINGLE_AA_MULTI_AA 8020 //You have gained an ability point! You now have %1 ability points.
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#define GAIN_MULTI_AA_MULTI_AA 8021 //You have gained %1 ability point(s)! You now have %2 ability point(s).
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#define GAIN_GROUP_LEADERSHIP_POINT 8585 //
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#define GAIN_RAID_LEADERSHIP_POINT 8589 //
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#define MAX_GROUP_LEADERSHIP_POINTS 8584 //
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#define MAX_RAID_LEADERSHIP_POINTS 8591 //
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#define LEADERSHIP_EXP_ON 8653 //
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#define LEADERSHIP_EXP_OFF 8654 //
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#define CURRENT_SPELL_EFFECTS 8757 //%1's current spell effects:
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#define GAIN_GROUP_LEADERSHIP_EXP 8788 //
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#define GAIN_RAID_LEADERSHIP_EXP 8789 //
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#define BUFF_MINUTES_REMAINING 8799 //%1 (%2 minutes remaining)
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#define YOU_HAVE_BEEN_GIVEN 8994 //You have been given: %1
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#define NO_MORE_TRAPS 9002 //You have already placed your maximum number of traps.
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#define FEAR_TOO_HIGH 9035 //Your target is too high of a level for your fear spell.
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#define SLOW_MOSTLY_SUCCESSFUL 9029 //Your spell was mostly successful.
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#define SLOW_PARTIALLY_SUCCESSFUL 9030 // Your spell was partially successful.
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#define SLOW_SLIGHTLY_SUCCESSFUL 9031 //Your spell was slightly successful.
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#define SPELL_OPPOSITE_EFFECT 9032 //Your spell may have had the opposite effect of what you desired.
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#define HAS_BEEN_AWAKENED 9037 //%1 has been awakened by %2.
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#define YOU_HEAL 9068 //You have healed %1 for %2 points of damage.
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#define YOUR_HIT_DOT 9072 //%1 has taken %2 damage from your %3.
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#define HIT_NON_MELEE 9073 //%1 hit %2 for %3 points of non-melee damage.
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#define GLOWS_BLUE 9074 //Your %1 glows blue.
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#define GLOWS_RED 9075 //Your %1 glows red.
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#define SHAKE_OFF_STUN 9077 //You shake off the stun effect!
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#define STRIKETHROUGH_STRING 9078 //You strike through your opponent's defenses!
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#define SPELL_REFLECT 9082 //%1's spell has been reflected by %2.
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#define NO_MORE_AURAS 9160 //You do not have sufficient focus to maintain that ability.
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#define NEW_SPELLS_AVAIL 9149 //You have new spells available to you. Check the merchants near your guild master.
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#define FD_CAST_ON_NO_BREAK 9174 //The strength of your will allows you to resume feigning death.
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#define SNEAK_RESTRICT 9240 //You can not use this ability because you have not been hidden for long enough.
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#define PET_NOW_FOCUSING 9254 //Focusing on one target, Master.
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#define PET_NOT_FOCUSING 9263 //No longer focusing on one target, Master.
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#define PET_NOT_CASTING 9264 //Not casting spells, Master.
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#define PET_CASTING 9291 //Casting spells normally, Master.
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#define NO_CAST_IN_COMBAT 9190 //You can not cast this spell while in combat.
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#define NO_CAST_OUT_OF_COMBAT 9191 //You can not cast this spell while out of combat.
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#define NO_ABILITY_IN_COMBAT 9192 //You can not use this ability while in combat.
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#define NO_ABILITY_OUT_OF_COMBAT 9194 //You can not use this ability while out of combat.
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#define AE_RAMPAGE 11015 //%1 goes on a WILD RAMPAGE!
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#define FACE_ACCEPTED 12028 //Facial features accepted.
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#define SPELL_LEVEL_TO_LOW 12048 //You will have to achieve level %1 before you can scribe the %2.
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#define ATTACKFAILED 12158 //%1 try to %2 %3, but %4!
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#define HIT_STRING 12183 //hit
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#define CRUSH_STRING 12191 //crush
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#define PIERCE_STRING 12193 //pierce
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#define KICK_STRING 12195 //kick
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#define STRIKE_STRING 12197 //strike
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#define BACKSTAB_STRING 12199 //backstab
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#define BASH_STRING 12201 //bash
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#define GUILD_NOT_MEMBER 12242 //You are not a member of any guild.
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#define MEMBER_OF_X_GUILD 12256
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#define OFFICER_OF_X_GUILD 12257
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#define LEADER_OF_X_GUILD 12258
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#define NOT_IN_A_GUILD 12259
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#define TARGET_PLAYER_FOR_GUILD_STATUS 12260
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#define GROUP_INVITEE_NOT_FOUND 12268 //You must target a player or use /invite <name> to invite someone to your group.
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#define GROUP_INVITEE_SELF 12270 //12270 You cannot invite yourself.
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#define ALREADY_IN_PARTY 12272 //That person is already in your party.
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#define NO_LONGER_HIDDEN 12337 //You are no longer hidden.
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#define STOP_SNEAKING 12338 //You stop sneaking
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#define NOT_IN_CONTROL 12368 //You do not have control of yourself right now.
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#define STAND_TO_CAST 12441 //You must be standing to cast a spell.
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#define ALREADY_CASTING 12442 //You are already casting a spell!
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#define SHIMMERS_BRIEFLY 12444 //Your %1 shimmers briefly.
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#define SENSE_CORPSE_NOT_NAME 12446 //You don't sense any corpses of that name.
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#define SENSE_CORPSE_NONE 12447 //You don't sense any corpses.
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#define SCREECH_BUFF_BLOCK 12448 //Your immunity buff protected you from the spell %1!
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#define NOT_HOLDING_ITEM 12452 //You are not holding an item!
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#define SENSE_UNDEAD 12471 //You sense undead in this direction.
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#define SENSE_ANIMAL 12472 //You sense an animal in this direction.
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#define SENSE_SUMMONED 12473 //You sense a summoned being in this direction.
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#define SENSE_NOTHING 12474 //You don't sense anything.
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#define SENSE_TRAP 12475 //You sense a trap in this direction.
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#define LDON_SENSE_TRAP3 12476 //You don't sense any traps.
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#define INTERRUPT_SPELL_OTHER 12478 //%1's casting is interrupted!
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#define YOU_HIT_NONMELEE 12481 //You were hit by non-melee for %1 damage.
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#define TRACK_LOST_TARGET 12681 //You have lost your tracking target.
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#define TRACK_STRAIGHT_AHEAD 12676
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#define TRACK_AHEAD_AND_TO 12677
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#define TRACK_TO_THE 12678
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#define TRACK_BEHIND_AND_TO 12679
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#define TRACK_BEHIND_YOU 12680
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#define BEAM_SMILE 12501 //%1 beams a smile at %2
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#define SONG_ENDS_ABRUPTLY 12686 //Your song ends abruptly.
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#define SONG_ENDS 12687 //Your song ends.
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#define SONG_ENDS_OTHER 12688 //%1's song ends.
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#define SONG_ENDS_ABRUPTLY_OTHER 12689 //%1's song ends abruptly.
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#define DIVINE_AURA_NO_ATK 12695 //You can't attack while invulnerable!
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#define TRY_ATTACKING_SOMEONE 12696 //Try attacking someone other than yourself, it's more productive
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#define RANGED_TOO_CLOSE 12698 //Your target is too close to use a ranged weapon!
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#define BACKSTAB_WEAPON 12874 //You need a piercing weapon as your primary weapon in order to backstab
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#define DISARMED 12889 //You have been disarmed!
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#define DISARM_SUCCESS 12890 //You disarmed %1!
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#define DISARM_FAILED 12891 //Your attempt to disarm failed.
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#define MORE_SKILLED_THAN_I 12931 //%1 tells you, 'You are more skilled than I! What could I possibly teach you?'
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#define SURNAME_EXISTS 12939 //You already have a surname. Operation failed.
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#define SURNAME_LEVEL 12940 //You can only submit a surname upon reaching the 20th level. Operation failed.
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#define SURNAME_TOO_LONG 12942 //Surname must be less than 20 characters in length.
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#define REPORT_ONCE 12945 //You may only submit a report once per time that you zone. Thank you.
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#define NOW_INVISIBLE 12950 //%1 is now Invisible.
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#define NOW_VISIBLE 12951 //%1 is now Visible.
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#define GUILD_NOT_MEMBER2 12966 //You are not in a guild.
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#define HOT_HEAL_SELF 12976 //You have been healed for %1 hit points by your %2.
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#define HOT_HEAL_OTHER 12997 //You have healed %1 for %2 hit points with your %3.
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#define HOT_HEALED_OTHER 12998 //%1 healed you for %2 hit points by %3.
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#define DISC_LEVEL_USE_ERROR 13004 //You are not sufficient level to use this discipline.
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#define TOGGLE_ON 13172 //Asking server to turn ON your incoming tells.
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#define TOGGLE_OFF 13173 //Asking server to turn OFF all incoming tells for you.
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#define DUEL_INPROGRESS 13251 //You have already accepted a duel with someone else cowardly dog.
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#define OTHER_HIT_DOT 13327 //%1 has taken %2 damage from %3 by %4.
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#define GENERIC_MISS 15041 //%1 missed %2
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#endif
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