GameStrings.xml

Text the client puts on screen itself. The whole table is sent to every client at login, so any server config can show new text by referencing an id here instead of editing the client's Text.bmd and reshipping the client.

File Location#

Data/GameStrings.xml

Loaded at GameServer startup, alongside Message.xml. /reload common (or reload.common in the Server Manager) reloads it on the server, but the copy sent to clients at login is not rebuilt by it - run /reload plugins after it, then players relog to see the new text.

Not the same as Message.xml#

The two files look similar and are not interchangeable.

Message.xmlGameStrings.xml
Who resolves the idGameServerclient
What crosses the wirethe finished, formatted linethe whole table, once at login
Format specifiers (%d, %s)expected - the server fills them innot allowed - copied verbatim
Typical useevent notices, siege announcements, system chatrecipe titles, group labels, window text

If the client has to have the string in hand before it can draw a frame, it belongs here. If the server decides when to say something and sends it, it belongs in Message.xml.

Schema#

<GameStrings>
    <String Id="10500" Text="Manticore Armor Part" />
</GameStrings>
AttributeEffect
IdReference id. Must be between 10000 and 65535. Ids outside that range are skipped at load with a red [GameStrings] log line. Referenced by other configs
TextDisplay text. Up to 127 characters. No format specifiers

Id Ranges#

The client's Text.bmd can never hold an id above 9999, so 10000 is where this table starts and the two ranges cannot collide.

RangeOwner
0 - 9999Client Text.bmd (GlobalText). A config referencing one of these still resolves against the client, exactly as before
10000 - 65535This file

Anywhere a config takes a text id, either range works. Existing configs that point at Text.bmd ids keep working untouched - nothing needs migrating.

A suggested layout inside the 10000+ range (convention only, nothing enforces it):

RangeUse
10000 - 10099General / shared labels
10100 - 10399Chaos mix recipe titles, descriptions, advice
10400 - 10999Chaos mix source group labels
11000 +Future systems

Consumers#

ConfigAttributes
ChaosMix_Recipes.xml<Display> NameText1-3, DescText1-3, AdviceText1-3; <Source> NameText
Inscription Recipes.xml (Data/Plugins/Inscription/)Same <Display> / <Source> attributes as ChaosMix recipes

Some ids are read by the client directly, by fixed number. Editing their text changes what players see; deleting them leaves an empty label.

Shipped ranges:

RangeUsed for
10000Lucky Coin window "Register All" button
10001 - 10007MU Helper "Auto Recovery" page labels (Elite Potion, SD Potion, Elf Recover / SD Support rows, "Off")
10500Chaos mix source label "Manticore Armor Part"
11000 - 11001Elemental jewelry tooltip lines
11100 - 11101Repair refused messages
11200 - 11278Inscription system: recipe texts, the Inscription tab's reasons, results and window labels
11300 - 11307Recipe Book categories. A recipe's <Display Category="N"> shows id 11300 + N (11300 = Other)
11310 - 11335Chaos window and Recipe Book labels, plus recipe names that used to share one text

Keep these ids when you edit the file. Add your own text in free ranges (for example 10100-10499 or 12000+).

Important Behavior#

Entries are copied verbatim. A % in the text renders literally as % on screen - the client does no formatting. The GameServer logs a warning at startup for any entry containing %. Use Message.xml for anything that needs values substituted in.

A missing id is an authoring bug, not a crash. If a config references an id that isn't in this file, the GameServer logs references missing string Id <n> at startup naming the config that did it, and the client draws an empty string in its place. Check the startup log after editing.

Ids below 10000 are rejected on load, with a log line, so a typo like 1500 instead of 10500 cannot silently shadow a Text.bmd entry. Ids above 65535 are rejected the same way - that is the highest id the client wire format can carry.

Duplicate ids are rejected, keeping the first entry, with a log line.

Common Issues#

SymptomCause
Text renders as literal %dFormat specifier in a GameStrings entry - move it to Message.xml
Blank text where a label should beReferenced id missing from this file - check the GameServer startup log
Entry seems ignoredId below 10000 or above 65535, or a duplicate of an earlier entry - all are logged at startup
Text cut shortLonger than 127 characters. Consumers with their own tighter limits truncate further; chaos mix source labels clamp to 63

Last updated October 1, 2026