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Message Copy Quick Reference

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Every player-facing message in QS carries a §6[QS] (success / info, gold), §7[QS] (gate failure, gray), or §c[QS] (error, red) prefix. This page lists every message verbatim so you can match the text you see in-game and pinpoint which piece of logic triggered it.

📌 {...} is a placeholder — it gets replaced with a player name / skill id / number at runtime. §x is a Minecraft color code.


💬 Command echoes (from the command handler)

ScenarioOriginal text
No arguments (protocol status)§6[QS] §7protocol={id}@v{ver}, ready={..}, bridge={..}, mythic={..}
No arguments (usage)§7Usage: /qs [reload|protocol|bridge|list|info|unlock|lock|level|slot|cast|silence]
reload success§6[QS] §aReload complete §7— definitions/graphs/routes re-read, Mythic bridge synced (mythic={..})
No permission (generic)§c[QS] No permission (requires qinhskills.admin)
No permission to operate on others§c[QS] Operating on others requires the qinhskills.admin permission
Console missing player§c[QS] The console must specify a player name
Player offline§c[QS] Player offline: {name}
Unknown skill§c[QS] Unknown skill: {id} (use /qs list to view)
Missing skill id§c[QS] Missing skill id
Unknown subcommand§c[QS] Unknown subcommand — /qs [reload|protocol|bridge|list|info|unlock|lock|level|slot|cast]

unlock / lock / level / slot

ScenarioOriginal text
unlock success (operator)§6[QS] §aUnlocked §f{id} §afor §e{player}
unlock success (received by target)§6[QS] §aYou unlocked the skill §f{id}
lock success§6[QS] §cLocked §f{id} §cfor §e{player}
level success§6[QS] §aSet §e{player}§7's §f{id} §alevel → §e{lvl}
level usage error§c[QS] Usage: /qs level <skillId> <level≥1> [player]
slot set success§6[QS] §aSet §e{player}§7's slot §f{slot} §a→ §f{id}
slot clear success§6[QS] §aCleared §e{player}§7's slot §f{slot}
slot usage error§c[QS] Usage: /qs slot <slot> <skillId|clear> [player]
lock usage error§c[QS] Usage: /qs lock <skillId> [player]
info usage error§c[QS] Usage: /qs info <skillId> (unknown skill or missing argument)

cast / silence

ScenarioOriginal text
cast result echo§6[QS] §7cast §f{id} §7→ §e{result}
cast non-player§c[QS] This command is players-only
silence applied§6[QS] §cSilenced §e{player} §7for {seconds}s
silence received by target§cYour skills have been silenced for {seconds}s
silence released§6[QS] §aReleased §e{player}§a's skill silence
silence usage error§c[QS] Usage: /qs silence <seconds> [player] (0 = release)

{result} is a CastResult result code, such as SUCCESS or ON_COOLDOWN.


🚫 Gate failure messages (when a player casts, prefix §7[QS])

The hints a player receives when a skill fails to fire, one per gate type (all failure hints share the §7[QS] prefix):

Gate / result (CastResult)Message text
NOT_UNLOCKED not unlocked§cSkill not unlocked
ON_COOLDOWN on cooldownSee cooldownInfo() below (normal / charge, one of two)
INSUFFICIENT_RESOURCE insufficient resource§cInsufficient resource
CONFLICT skill conflict§cSkill conflict
CAST_MODE_BLOCKED cast mode unavailable§cThe current cast mode is unavailable (rarely triggered in practice)
CONDITION_FAILED cast conditions not met§cCast conditions not met
SKILL_NOT_FOUND unknown skill§cUnknown skill
MYTHIC_FAILED MM execution failed§cSkill cast failed
NO_TARGET no usable target§cNo usable target
SILENCED silenced§cSkill silenced, cannot cast

cooldownInfo() for ON_COOLDOWN (one message, one of two)

While on cooldown only one cooldownInfo() message is sent, chosen by whether the skill is a charge type:

  • Normal cooldown: §cSkill on cooldown §7{time} remaining ({time} is the largest of the skill / cooldown-group / GCD remaining)
  • Charge skill: §cCharges §e{avail}§7/§e{max}; when not fully charged it appends §7(next charge {time})

A fully charged skill is never ON_COOLDOWN (it gets stopped by another gate), so there is no "fully charged but still shows a cooldown hint" case.

📌 Results that send no player message: SUCCESS / CHANNELING / INVALID_PAYLOAD / SCRIPT_BLOCKED (these fall into the else → return branch of notifyFail's when, recording only a trace and sending nothing to the player). CAST_MODE_BLOCKED has a branch but is rarely triggered in practice.

{time} is the remaining time, {avail}/{max} are the current / maximum charge layers. See CastResult Result Codes for each result code and handling advice.


ScenarioText
Channel interrupted§7[QS] §cChannel interrupted (movement / damage over threshold)
Bossbar progress§eChanneling §f{displayName} §7{percent}%

🔔 Cooldown-ready hint (ready_notify)

A binary-cooldown skill configured with ready_notify.enabled: true pops a message in the actionbar plus a sound the moment the cooldown ends:

  • Default text: &a{skill} &7is ready ({skill} = skill display name)
  • message and sound can be overridden in the skill / config
  • Not applicable to charge skills (charges have no single "ready moment")

🩹 Placeholder execution message (when MM has no same-named skill)

When a skill passes every gate but MM has no skill of the same name, a placeholder confirmation is sent:

[QinhSkills] skillName

Seeing it means the QS side is working — all that's left is to add a same-named MM skill in plugins/MythicMobs/skills/. See Diagnostics and Troubleshooting.