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Editable Messages / Text Reference

Section: Reference · Related: Config File · Soulbound

This page gathers all the server-customizable prompt text / display formats in QI, making localization / tone adjustment easy. Most support & color codes or MiniMessage, plus placeholders.


1. Soulbound Text (config.yml → soulbound)

KeyDefaultPlaceholders
lore-format&7{owner}'s item{owner} {level}
messages.drop&cThis item is soulbound and cannot be dropped.
messages.pickup&cThis item belongs to {owner}, you cannot pick it up.{owner}
messages.move&cThis item belongs to {owner}, you cannot move it.{owner}
messages.container&cThis container holds bound items and cannot be broken.
messages.container-drop&c"{container}" holds bound items and cannot be dropped.{container}

Leave lore-format empty to hide the binding line. See Soulbound.


2. Set Lore Format (sets/*.yml → lore_format)

Customizable per set, with variables {name} {pieces} {need} {lore} {desc}:

KeyDefault
header{name}
inactive_line◇ [{pieces}] {name} [{need} more needed]
active_line◆ [{pieces}] {name} [Activated]
lore_line {lore}
lore_divider─ Set Description ─
desc_line {desc}

See Sets → Lore Display.


3. Tier Display (item_tiers.yml)

Each Tier's name (colored display name), unidentification.name (unidentified name), and unidentification.prefix are all editable. See Tiers & Display.


4. Attribute Display Labels

Attribute lore labels come from the built-in ApDisplayLabels (e.g. attack_damage → Attack Damage). These are hardcoded in the code and are not changed in YAML; but you can:

  • Use attribute-mapping to change the ICVM → AP display name mapping (affects the name handed off to AP).
  • Write whatever text you want directly in the item lore (lore: field).

See Tiers & Display → Attribute Display Labels and Attributes & Values.


5. Action Runtime Prompts (config.yml → actions)

KeyDefaultEffect
notify-cooldowntrueWhether to prompt the player when triggered during cooldown
notify-handler-unavailabletrueWhether to prompt when the handler is unavailable

The prompt text itself is built into ActionPlayerFeedback. To fully customize these prompts, turn off the switch and output via your own action handler.


6. Item Text (written per item)

All item-level visible text lives in the item YAML; change it freely:

  • display_name —— item name
  • lore —— description lines
  • Action qi:message / qi:title / qi:action_bar etc. payloads —— skill prompt text
  • Section / affix prefix / suffix / lore —— prefix/suffix and affix descriptions

All support MiniMessage (<gold>, <gradient>, etc.) and legacy & color codes.


7. Language

config.yml's language: zh_CN sets the message language code.


Localization / Text Editing Checklist

  1. config.ymlsoulbound.messages.* / lore-format
  2. sets/*.yml → each set's lore_format
  3. item_tiers.yml → each Tier's name
  4. items/*.yml → each item's display_name / lore / action payload
  5. sections/*.yml → section / affix text
  6. config.ymlactions.notify-* switches

Next Steps