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.§xis a Minecraft color code.
💬 Command echoes (from the command handler)
| Scenario | Original 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
| Scenario | Original 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
| Scenario | Original 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 asSUCCESSorON_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 cooldown | See 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 theelse → returnbranch ofnotifyFail'swhen, recording only a trace and sending nothing to the player).CAST_MODE_BLOCKEDhas 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.
⏳ Channel-related
| Scenario | Text |
|---|---|
| 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) messageandsoundcan 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] skillNameSeeing 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.
Read next
- CastResult Result Codes — Every possible value of
{result} - Diagnostics and Troubleshooting — What to do when you see a given hint
- Commands and Permissions — The commands themselves