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bdat_common

Misc Tables

bgm_list

Human Readable Name: Background Music List

Maps BGM IDs to their file names.

Column Type Description Handled by
file_name string BGM File Name. Will be hashed, see below game::BGM::getBGMName, game::SoundUtil::findBGMID, game::SoundUtil::findBGMID

Hashing

// fw::SoundManager::playBattleBGM - 0x7100064A60 - 1.1.2
mm::mtl::FixStr<32>::format(str, "%s_%03d", file_name, unk); 
mm::mtl::FixStr<256>::format(final_str, "%s_%lu", str, this->LastID);
IDFromString = AK::SoundEngine::GetIDFromString(final_str); // Audiokinetic Wwise
// this->LastID++

if ( v20 )
    v21 = "arrange";
else
    v21 = "original";
AK::SoundEngine::SetSwitch((AK::SoundEngine *)"battle_bgm", v21, (const char *)IDFromString); // Will hash on its own

ene_arts

Human Readable Name: Enemy Arts

MsTextId linked to ene_arts_ms.

Represents all enemy arts.

Column Type Description Handled by
name MsTextId Localized art name. game::DataAttack::setupMapEnemyArtsAttack
cast uint8 Time to cast. game::DataAttack::setupMapEnemyArtsAttack
recast uint8 Cast cooldown (if applicable). game::DataAttack::setupMapEnemyArtsAttack
tp int8 Talent Gauge % used. game::DataAttack::setupMapEnemyArtsAttack
dex int8 Dexterity/Accuracy. game::DataAttack::setupMapEnemyArtsAttack
rate1 uint16 Power Min. game::DataAttack::setupMapEnemyArtsAttack
rate2 uint16 Power Max. game::DataAttack::setupMapEnemyArtsAttack
arts_type uint8 Art Type. game::DataAttack::setupMapEnemyArtsAttack
lv uint8 Level. Mainly affects arts that afflict statuses or causes Visions. game::DataAttack::setupMapEnemyArtsAttack
atk_type uint8 Attack Type. game::DataAttack::setupMapEnemyArtsAttack
elem uint8 Element. game::DataAttack::setupMapEnemyArtsAttack
dmg_time uint8 Number of Attacks. game::DataAttack::setupMapEnemyArtsAttack
tgt uint8 Target type. game::DataAttack::setupMapEnemyArtsAttack
range_type uint8 Range type. game::DataAttack::setupMapEnemyArtsAttack
range uint16 Range (in centimeters). game::DataAttack::setupMapEnemyArtsAttack
range_val uint16 Range Radius/Width (depending on type). game::DataAttack::setupMapEnemyArtsAttack
flag uint32 Flags tied to the art. game::DataAttack::setupMapEnemyArtsAttack
st_type uint8 State/Buff/Effect to apply. No more than 0x132. game::DataAttack::setupMapEnemyArtsAttack
st_val uint8 Value 1 for the state. game::DataAttack::setupMapEnemyArtsAttack
st_val2 uint8 Value 2 for the state. game::DataAttack::setupMapEnemyArtsAttack
st_time uint16 Duration. Divide by 100 for seconds. game::DataAttack::setupMapEnemyArtsAttack
st_itv uint8 State - Number of ticks per activation. game::DataAttack::setupMapEnemyArtsAttack
sp_cnd uint8 State condition. game::DataAttack::setupMapEnemyArtsAttack
sp_proc uint8 Bonus effect? game::DataAttack::setupMapEnemyArtsAttack
sp_val1 uint16 Bonus effect value 1. game::DataAttack::setupMapEnemyArtsAttack
sp_val2 uint16 Bonus effect value 2. game::DataAttack::setupMapEnemyArtsAttack
kb_type uint8 Knockback Type. game::DataAttack::setupMapEnemyArtsAttack
kb_lv uint8 Knockback level, above 2 = Daze. Up to 6. game::DataAttack::setupMapEnemyArtsAttack
act_idx uint8 Action index. game::DataAttack::setupMapEnemyArtsAttack
idx uint8 Index. game::DataAttack::setupMapEnemyArtsAttack
arts_type
  • 0 = Normal
  • 1 = Special/Talent (has specific handlers - cannot be upgraded)
  • 2 = Unknown
  • 3 = Topple
  • 4 = Daze
  • 5 = Knockback
  • 6 = Blowdown
  • 7 = Debuff
  • 8 = Buff
  • 9 = Heal
  • 10 = Cleanse
atk_type
  • 1 = "Physix"/Physical
  • 2 = Ether
  • 3 = Status
  • 4 = Summon
  • 6 = Discharge
elem aka game::DataAttack::ElementType
  • 0 = None
  • 1 = Normal
  • 2 = Slash
  • 4 = Fire
  • 5 = Water
  • 6 = Electric
  • 7 = Ice
  • 8 = Wind
  • 9 = Earth
tgt aka game::DataAttack::TargetType
  • 0 = Enemy
  • 1 = Self
  • 2 = Self/Allies
  • 3 = Allies only
range_type aka game::DataAttack::RangeType
  • 0 = Single Target
  • 1 = Cone (ahead)
  • 2 = Cone (behind)
  • 4 = Circle (self)
  • 5 = Line
  • 6 = Circle (target)
  • 7 = All
flag
  • 0x01 - 1 << 0 = Anti-Mechon
  • 0x02 - 1 << 1 = Anti-Mechon 2?
  • 0x04 - 1 << 2 = Anti-Air/Monado
  • 0x400 - 1 << 10 - Status Effect applies on self
  • 0x800 - 1 << 11 - Bonus Status Effect applies on self
  • 0x1000 - 1 << 12 = Forced Vision
  • 0x2000 - 1 << 13 = Effect/knockback applies only on the last hit
  • 0x4000 - 1 << 14 = Unknown
  • 0x10000 - 1 << 16 = Vision can be interrupted by interposed terrain (i.e Mechonis Field boss)
  • 0x4000000 - 1 << 26 = Unknown
  • 0x8000000 - 1 << 27 = Unknown
sp_cnd
  • 0 = Always
  • 2 = From side
  • 3 = From behind
  • 4 = In combo
  • 5 = On toppled
  • 6 = On dazed
  • 8 = Killing blow
  • 9 = On Mechon
  • 15 = In blizzard
  • 25 = On Mechon side
kb_type
  • 0 = None
  • 1 = Pushback
  • 2 = Blowdown.
Knockback power per level

As per game::DataAttack::getKBPower

  • 6.5
  • 8.0
  • 10.0
  • 12.5
  • 15.0
  • 0.0
Knockback blow power per level

As per game::DataAttack::getBlowPower

  • 3.0
  • 4.0
  • 5.5
  • 7.0
  • 8.5
  • 10.0
Knockback blow upper per level

As per game::DataAttack::getBlowUpper

  • 1.0
  • 1.2
  • 1.5
  • 1.8
  • 2.1
  • 2.4
Knockback blow daze seconds per level

As per game::DataAttack::getBlowFaint

  • 0.0
  • 0.0
  • 3.0
  • 5.0
  • 10.0
  • 15.0

// game::EffUtil::getStatusEffectToCndEffId

// wpnlist->flag


ene_atk

Represents enemy auto-attacks.

Column Type Description Handled by
name string Name (debug). game::DataAttack::setupMapEnemyAutoAttack
dex int8 Dexterity/Accuracy. game::DataAttack::setupMapEnemyAutoAttack
rate uint16 Power. game::DataAttack::setupMapEnemyAutoAttack
atk_type uint8 Attack Type. game::DataAttack::setupMapEnemyAutoAttack
elem uint8 Element. game::DataAttack::setupMapEnemyAutoAttack
flag uint32 Flags tied to the art. game::DataAttack::setupMapEnemyAutoAttack
st_type uint8 State/Buff/Effect to apply. No more than 0x132. game::DataAttack::setupMapEnemyArtsAttack
st_val uint8 Value for the state. game::DataAttack::setupMapEnemyAutoAttack
range_type uint8 Range type. game::DataAttack::setupMapEnemyAutoAttack
range uint16 Range (in centimeters). game::DataAttack::setupMapEnemyAutoAttack
range_val uint16 Range Radius/Width (depending on type). game::DataAttack::setupMapEnemyAutoAttack
act_idx uint8 Action index. game::DataAttack::setupMapEnemyAutoAttack
idx uint8 Index. game::DataAttack::setupMapEnemyAutoAttack

landmarklist

List of all the landmarks in the game.

Column Type Description Handled by
name MsTextId Localized landmark name. game::MenuGameDataMap::getLandmarkNameText
category uint8 0 = Landmark, 1 = Secret Area, 2 = Location game::GimmickLandmark::initialize
mapID uint16 Map ID. Too many.
S_FLG_MIN1 uint16 Minimum scenario flag for access. game::MenuGameDataMap::getLandmarkLockReason
S_FLG_MAX1 uint16 Maximum scenario flag for access. game::MenuGameDataMap::getLandmarkLockReason
posX int16 X position on the map. game::GimmickLandmark::initialize
posY int16 X position on the map. game::GimmickLandmark::initialize
posZ int16 X position on the map. game::GimmickLandmark::initialize
areaR Uint16 Area radius. game::GimmickLandmark::initialize
areaY Uint16 Area Y. game::GimmickLandmark::initialize
areaZ Uint16 Area Z. game::GimmickLandmark::initialize
rotY Uint16 Rotation Y. game::GimmickLandmark::initialize
getEXP uint16 Discovery EXP reward. game::DataUtil::addExpApSpForLandmark
getAP uint16 Discovery AP reward. game::DataUtil::addExpApSpForLandmark
getPP uint16 Discovery PP reward. game::DataUtil::addExpApSpForLandmark
jump_posX int16 X position when teleporting to the landmark. game::SeqMapJump::onInitialize
jump_posY int16 Y position when teleporting to the landmark. game::SeqMapJump::onInitialize
jump_posZ int16 Z position when teleporting to the landmark. game::SeqMapJump::onInitialize
UI_posX int8 X position on the UI. game::MenuPartsAreaMapTopView::setMapFloorId
UI_posY int8 Y position on the UI. game::MenuPartsAreaMapTopView::setMapFloorId

mnuXXX_contXX_txt

Each file is referenced from MNU_TextLink_Mstxt.

Bdat loaded from game::UILayerBuilderDefGrp::UILayerBuilderDefGrp ctor.

Otherwise unknown. Seems to be used to set up some assets for certain menu layer groups.

Column Type Description Handled by
rect_path uint8 Material Number. Unknown. game::UILayerBuilderDefGrp::buildUILayerRecursiveGroup
text_file uint8 No more than 0x22. game::UILayerBuilderDefGrp::buildUILayerRecursiveGroup
text_id uint8 % in player damage when field damage triggers. game::UILayerBuilderDefGrp::buildUILayerRecursiveGroup
default_text string Default text. game::UILayerBuilderDefGrp::buildUILayerRecursiveGroup

Map Specific

Bdat mapping

Each file takes two numbers:

  • %02d - "Chapter" - uint16 - from game::DataUtil::getChapterFromMapId
    • game::DataUtil::getChapterFromMapId takes FLD_maplist->resource using map id, returns 3rd and 4th digit
  • %02d - "Location" - uint16 - from game::DataUtil::getLocationFromMapId
    • game::DataUtil::getLocationFromMapId takes FLD_maplist->resource using map id, returns 5th and 6th digit

mapobjfileSys / mapobjfile|num|

Human Readable Name: Map Object Files

Represents objects/areas to be loaded for the map.

Column Type Description Handled by
resource string File to be loaded from chr/obj/. game::ResMobjBinder::bind
flag uint16 Whether to load a character file. game::ResMobjBinder::bind

Note

Table accessor functions: game::MenuObj::createObjImpl, game::ObjFactory::createTreasureBoxMobj

minimaplist|num|

Human Readable Name: Minimap File List (per map)

MsTextId linked to mapobjlist|num|_ms.

Represents minimap files to load per map.

Column Type Description Handled by
height int16 Display height. game::MenuMinimapInfo::getInFloor & more
file uint16 File.
mapimg uint16 Default image. SYS_filelist ID. game::BdatMnuMinimapList::mapimg
floorname MsTextId Localized floor name. game::impl::MenuPartsAreaMapDetailFloorListItem::setFloorId
sflag uint16 Min Scenario flag condition for unlock. game::MenuGameDataMap::getMapFloorImageName
qflag1 uint16 Quest condition for unlock. game::MenuGameDataMap::getMapFloorImageName
val1 string Quest's state condition for unlock. game::MenuGameDataMap::getMapFloorImageName
flag uint16 Whether to load a character file. game::ResMobjBinder::bind
mapimg1 uint16 Used depending on scenario status. SYS_filelist ID. game::BdatMnuMinimapList::mapimg1
mapimg2 uint16 Used depending on scenario & quest status. SYS_filelist ID. game::BdatMnuMinimapList::mapimg2

mapobjlistSys

Human Readable Name: Map Object List (System)

Parameters for mapobjfileSys.

Note

Table accessor functions: game::GimmickMapSE::execSetup


Field

FLD_dmobjlist

Human Readable Name: Field - Damage Object List

Represents objects/areas on the map field that hurt/damage the player.

Column Type Description Handled by
matno uint8 Material Number. Unknown. game::StateUtil::procDmgField
interval uint8 Interval in seconds which field damage will occur. game::StateUtil::procDmgField
dmg uint8 % in player damage when field damage triggers. game::StateUtil::procDmgField
map uint16 Map ID Number (+ sector). Divide by 100 for actual map id. game::StateUtil::procDmgField

FLD_effparam

Human Readable Name: Field - Effect Parameters

Represents effects on a certain map during certain times of the day. Relevant game object: fw::EffectManager::XefbParam

Column Type Description Handled by
map string Map ID. game::BehaviorMap::getEffParams
daytime_A uint16 Daytime Effect Preset ID A. game::BehaviorMap::getEffParams
daytime_B uint16 Daytime Effect Preset ID B. game::BehaviorMap::getEffParams
daytime_C uint16 Daytime Effect Preset ID C. game::BehaviorMap::getEffParams
evening_A uint16 Evening Effect Preset ID A. game::BehaviorMap::getEffParams
evening_B uint16 Evening Effect Preset ID B. game::BehaviorMap::getEffParams
evening_C uint16 Evening Effect Preset ID C. game::BehaviorMap::getEffParams
night_A uint16 Night Effect Preset ID A. game::BehaviorMap::getEffParams
night_B uint16 Night Effect Preset ID B. game::BehaviorMap::getEffParams
night_C uint16 Night Effect Preset ID C. game::BehaviorMap::getEffParams
d_room float Daytime "room" effect value. game::BehaviorMap::getEffParams
e_room float Evening "room" effect value. game::BehaviorMap::getEffParams
n_room float Night "room" effect value. game::BehaviorMap::getEffParams
cl_room float Room effect chroma game::BehaviorMap::getEffParams

FLD_effpriset

Human Readable Name: Field - Effect Parameter Preset

Represents effect presets (used by FLD_effparam). Relevant game object: fw::EffectManager::XefbParam

Note

Similar values in eff/effset.ini.

Column Type Description Handled by
add float Effect addition. game::BehaviorMap::getEffParams
sub float Effect subtraction. game::BehaviorMap::getEffParams
blm float Bloom. game::BehaviorMap::getEffParams
blmhold float Bloom Hold. game::BehaviorMap::getEffParams
amb float Ambient. game::BehaviorMap::getEffParams
dir float Unknown. game::BehaviorMap::getEffParams
amdir float Ambient Direction. game::BehaviorMap::getEffParams
ambcl float Ambient Chroma. game::BehaviorMap::getEffParams
dircl float "dir" Chroma. game::BehaviorMap::getEffParams
addcurve float Add Curve. game::BehaviorMap::getEffParams

FLD_Lndchglist

Human Readable Name: Field - Landmark Change List

Represents NPCs tied to landmarks.

Column Type Description Handled by
npc_id uint16 NPC ID. game::BdatFldLndchglist::getLndIdFromNpcId
lnd_id uint16 Landmark ID. game::BdatFldLndchglist::getLndIdFromNpcId

FLD_npclist

Human Readable Name: Field - NPC List

Master table for all the npcs in the game.

Column Type Description Handled by
name MsTextId Localized Name of the NPC. game::BdatFldNpclist::getName & more
mob_name uint16 Mob Name ID. Used for generic NPCs. game::SeqScriptEvent::onSubtitle & more
resource uint16 Resource ID. game::SeqScriptEvent::onSubtitle & more
rlt_meet uint16 NPC Meet ID - Used to determine whether this NPC was previously met. game::DataUtil::getNpcMeetIdByNpcID & more
remove uint8 Unknown. Possibly unused.
shop_list uint8 Shop List for this NPC, if any.
icon_type uint8 Icon Type. game::NpcControl::NpcControl, game::BehaviorNpc::canDecideEvent
rlt_face uint8 Face name, used for npc relate/affinity chart. Links to JNL_relatelist. Must 3 in length. game::MenuPartsKizunagramWorldView::getFaceIndexFromFaceName
rlt_posX int16 X Position on the relate/affinity chart. game::MenuPartsKizunagramWorldView::addRelateMarker & more
rlt_posY int16 Y Position on the relate/affinity chart. game::MenuPartsKizunagramWorldView::addRelateMarker & more
rlt_texture uint16 Texture for the relate/affinity chart. Links to SYS_filelist & SYS_filelist_ex game::MenuGameDataNpc::getFaceIconIndex
rlt_lnd uint16 Landmark ID for the relate/affinity chart. game::MenuItemIdExchangeListEnumerable::create & more
rlt_sex uint16 Sex type of the NPC for the relate/affinity chart.
range_s uint8 Hour range start in which this NPC appears. game::MenuPartsKizunagramNpcProfile::setupNpcProfileFromNpcId
range_e uint8 Hour range end after which NPC disspears. game::MenuPartsKizunagramNpcProfile::setupNpcProfileFromNpcId
rlt_job MsTextId Localized job name for the relate/affinity chart. game::MenuPartsKizunagramNpcProfile::setupNpcProfileFromNpcId
size uint8 Unknown. Possibly unused.
scale uint8 Unknown. Possibly unused.
family uint8 Unknown. Possibly unused.
move_speed uint8 Move speed of the NPC in kph.
autotalk1 uint8 ID of autotalk list #1. game::BdatFldNpclist::autotalk1 & game::GimmickNpc::updateAutoTalkCondition
autotalk2 uint8 ID of autotalk list #2. game::BdatFldNpclist::autotalk2 & game::GimmickNpc::updateAutoTalkCondition
autotalk3 uint8 ID of autotalk list #3. game::BdatFldNpclist::autotalk3 & game::GimmickNpc::updateAutoTalkCondition
autotalk4 uint8 ID of autotalk list #4. game::BdatFldNpclist::autotalk4 & game::GimmickNpc::updateAutoTalkCondition
autotalk5 uint8 ID of autotalk list #5. game::BdatFldNpclist::autotalk5 & game::GimmickNpc::updateAutoTalkCondition
autotalk6 uint8 ID of autotalk list #6. game::BdatFldNpclist::autotalk6 & game::GimmickNpc::updateAutoTalkCondition
exc_talk_id uint8 Localized text when trading with a NPC. Points to extalklist game::BehaviorNpc::setupForLoaded
exc_id1 uint8 Item trading/exchange list when reputation is level 1. game::MenuItemIdExchangeListEnumerable::create
exc_id2 uint8 Item trading/exchange list when reputation is level 2. game::MenuItemIdExchangeListEnumerable::create
exc_id3 uint8 Item trading/exchange list when reputation is level 3. game::MenuItemIdExchangeListEnumerable::create
exc_id4 uint8 Item trading/exchange list when reputation is level 4. game::MenuItemIdExchangeListEnumerable::create
exc_id5 uint8 Item trading/exchange list when reputation is level 5. game::MenuItemIdExchangeListEnumerable::create

FLD_maplist

Human Readable Name: Field - Map List

Master table for all the maps in the game.

Column Type Description Handled by
name MsTextId Name of the map.
id_name string Internal id of the map.
resource string Resource name. Used for getting the files associated to this map i.e menu/minimap/... or map/....
ene_disp_r uint8 Unknown % chance for enemy spawning.
ene_release_r uint8 Unknown % chance for enemy spawning.
ene_release_h uint8 Unknown % chance for enemy spawning.
npc_release_r uint8 Unused.
bg_image MsTextId Background image name for this map for menus, unused in XB1DE.
map_sflag uint16 Scenario flags. Used to determine whether the map is unlocked depending on the current save scenario flags. game::MenuGameDataMapIdEnumerable::isUnlockedMap
map_fileID uint16 SYS_filelist ID. Responsible for the preview image in the 'Area Map' menu. game::MenuGameDataMap::getMapCaptureImageFileName
map_caption MsTextId Localized caption for the map in the 'Area Map' menu. game::MenuGameDataMap::getMapDescText
minimap_rate uint8 Full map view scale.
minimap_origin uint16 Origin position of the map. Appears unused in XC1DE.
minimap_painx uint16 Unknown. Appears unused in XC1DE.
minimap_painy uint16 Unknown. Appears unused in XC1DE.
minimap_x uint16 Unknown. Appears unused in XC1DE.
minimap_y uint16 Unknown. Appears unused in XC1DE.
morning_h uint8 Hour of the day which is considered morning. game::Clock::update
morning_m uint8 Minute of the day which is considered morning. game::Clock::update
daytime_h uint8 Hour of the day which is considered daytime. game::Clock::update
daytime_m uint8 Minute of the day which is considered daytime. game::Clock::update
evening_h uint8 Hour of the day which is considered evening. game::Clock::update
evening_m uint8 Minute of the day which is considered evening. game::Clock::update
night_h uint8 Hour of the day which is considered night. game::Clock::update
night_m uint8 Minute of the day which is considered night. game::Clock::update
index uint8 Display index in the 'Area Map'. The list is sorted using this.
wa_type uint8 Data A. Weather type. game::Weather::initAreaDataA
wa_pop_rate uint8 Data A. Chance in % for this weather to start. game::Weather::initAreaDataA
wa_end_time uint8 Data A. Time before the weather ends. game::Weather::initAreaDataA
wa_time int16 Data A. Unknown flags. game::Weather::initAreaDataA
wa_size_X int16 Data A. Unknown. game::Weather::initAreaDataA
wa_size_Y int16 Data A. Unknown. game::Weather::initAreaDataA
wa_size_Z int16 Data A. Unknown. game::Weather::initAreaDataA
wa_radius int16 Data A. Unknown. game::Weather::initAreaDataA
wb_type uint8 Data B. Weather type. game::Weather::initAreaDataB
wb_pop_rate uint8 Data B. Chance in % for this weather to start. game::Weather::initAreaDataB
wb_end_time uint8 Data B. Time before the weather ends. game::Weather::initAreaDataB
wb_time int16 Data B. Unknown flags. game::Weather::initAreaDataB
wb_size_X int16 Data B. Unknown. game::Weather::initAreaDataB
wb_size_Y int16 Data B. Unknown. game::Weather::initAreaDataB
wb_size_Z int16 Data B. Unknown. game::Weather::initAreaDataB
wb_radius int16 Data B. Unknown. game::Weather::initAreaDataB
e_repoptime uint8 Time before enemy respawns in seconds. game::GimmickEnemyUpdater::setupRepop
wind_M uint8 Wind during morning. game::Weather::updateWeatherData
wind_D uint8 Wind during daytime. game::Weather::updateWeatherData
wind_E uint8 Wind during evening. game::Weather::updateWeatherData
wind_N uint8 Wind during night. game::Weather::updateWeatherData
wind_WA uint8 Wind during weather A. game::Weather::initAreaDataA
wind_WB uint8 Wind during weather B. game::Weather::initAreaDataB
a_S_FLG_MIN uint16 Scenario flag min condition for weather A. game::Weather::initAreaDataA
a_S_FLG_MAX uint16 Scenario flag max condition for weather A. game::Weather::initAreaDataA
b_S_FLG_MIN uint16 Scenario flag max condition for weather B. game::Weather::initAreaDataB
b_S_FLG_MAX uint16 Scenario flag max condition for weather B. game::Weather::initAreaDataB
mapATR uint8 Unknown bit flags. Data A uses flag 0x04 while B uses 0x10. game::Weather::updateWeatherData
minimaplt_x int16 Unknown. game::MenuPartsAreaMapTopView::MenuPartsAreaMapTopView & more
minimaplt_z int16 Unknown. game::MenuPartsAreaMapTopView::MenuPartsAreaMapTopView & more
minimaprb_x int16 Unknown. game::MenuPartsAreaMapTopView::MenuPartsAreaMapTopView
minimaprb_z int16 Unknown. game::MenuPartsAreaMapTopView::MenuPartsAreaMapTopView
mapimagesize_x uint16 Unknown. Appears unused in XC1DE.
mapimagesize_y uint16 Unknown. Appears unused in XC1DE.
minimap_cnt uint8 Number of floors in this map. Appears unused in XC1DE.

Note

Many future connected checks are done through checking the id being above or equal 25.


FLD_pointlist

Human Readable Name: Field - Point List

MsTextId linked to FLD_pointlist_ms.

List of all the triggers on the map fields. Heart to Hearts, crystals & everything else interactable.

Column Type Description Handled by
name MsTextId Name of the trigger point. game::TriggerControl::createAsPoint, game::SeqField::checkEnableKizunaTalkPoint
icon_type uint8 Display icon type. Up to 0x15, every type has a different priority.

FLD_tboxlist

Human Readable Name: Field - Treasure Box List

List of all the non-dropped treasure "boxes"/chests on the map fields.

Column Type Description Handled by
gimID uint16 Gimmick ID. game::GimmickTrigger::openTreasureBox
itm1ID uint16 1st Item in the treasure box. game::SeqTreasureBox::onEnter
itm2ID uint16 2nd Item in the treasure box. game::SeqTreasureBox::onEnter
itm3ID uint16 3rd Item in the treasure box. game::SeqTreasureBox::onEnter
itm4ID uint16 4th Item in the treasure box. game::SeqTreasureBox::onEnter

FLD_valpoplist

Human Readable Name: Field - Valuable Item Pop List

List of all the important "red" bulb items on the map fields.

Column Type Description Handled by
mapID uint8 Map ID. game::GimmickMapItem::setupValuable
SFLG_MIN uint16 Scenario flag min condition to appear. game::GimmickMapItem::setupValuable
SFLG_MAX uint16 Scenario flag max condition to appear. game::GimmickMapItem::setupValuable
questID uint16 Quest ID game::GimmickMapItem::setupValuable
quest_STFLG uint8 Unknown quest flags. game::GimmickMapItem::setupValuable
popTime uint8 Time to spawn. game::GimmickMapItem::setupValuable
wtrType uint8 Required weather to spawn. game::GimmickMapItem::setupValuable
posX int16 Position X on the map field. game::GimmickMapItem::setupValuable
posY int16 Position Y on the map field. game::GimmickMapItem::setupValuable
posZ int16 Position Z on the map field. game::GimmickMapItem::setupValuable
Radius uint16 Item collision radius. game::GimmickMapItem::setupValuable
snap uint8 Whether the item snaps. game::GimmickMapItem::setupValuable
popNum uint8 Number of items. game::GimmickMapItem::setupValuable
itm1ID uint16 Actual Item ID. game::GimmickMapItem::setupValuable

File Resources

KP_list

Human Readable Name: KP (Unknown) List

List of resource groups.

Column Type Description Handled by
model string Model File Name. Maps to chr/ where the first two letters is a sub-dir. game::NpcControl::initialize, game::ResNpcBinder::bind, game::BehaviorNpc::setupForLoaded & more
motion string Motion File Name. Maps to chr/obj/. game::ResMobjBinder::bind
action string Action File Name. Maps to chr/obj/. game::ResMobjBinder::bind
effect string Effect File Name. Maps to eff/ where the first two letters is a sub-dir. game::ResMobjBinder::bind
sound string Sound File Name. Will be hashed, see note below game::SoundUtil::playEnemySE, game::SoundUtil::playNpcVoice, game::SoundUtil::playNoponArchsageVoice, game::VoiceManager::playVoice

Hashing

// fw::SoundManager::playVoiceNpc - 0x7100066460 - 1.1.2
mm::mtl::FixStr<32>::format(str, "%s_SE_%03d", sound_file_name, unk); 
mm::mtl::FixStr<256>::format(final_str, "%s_%lu", str, this->LastID);
int id = AK::SoundEngine::GetIDFromString(final_str); // Audiokinetic Wwise
// this->LastID++

Battle

BTL_GimmickBossRescue

Human Readable Name: Battle - Gimmick Boss Rescue

MsTextId linked to BTL_GimmickBossRescue_ms.

Used to display tutorial messages & provide boss help.

Column Type Description Handled by
eneID uint16 Battle Enemy ID. game::BossRescueManager::setData
S_FLG_MIN uint16 Minimum scenario. game::BossRescueManager::setData
S_FLG_MAX uint16 Maximum scenario. game::BossRescueManager::setData
popTime uint16 Time before displaying. game::BossRescueManager::setData
listTime uint16 Unknown. game::BossRescueManager::setData
listID1 uint16 Tutorial ID 1. game::BossRescueManager::setData
listID2 uint16 Tutorial ID 2. game::BossRescueManager::setData
listID3 uint16 Tutorial ID 3. game::BossRescueManager::setData
listID4 uint16 Tutorial ID 4. game::BossRescueManager::setData
listID5 uint16 Tutorial ID 5. game::BossRescueManager::setData
listID6 uint16 Tutorial ID 6. game::BossRescueManager::setData
listID7 uint16 Tutorial ID 7. game::BossRescueManager::setData
listID8 uint16 Tutorial ID 8. game::BossRescueManager::setData
rescueType1 uint8 Rescue Type 1. game::BossRescueManager::setData
rescueType2 uint8 Rescue Type 2. game::BossRescueManager::setData
rescueType3 uint8 Rescue Type 3. game::BossRescueManager::setData
rescueType4 uint8 Rescue Type 4. game::BossRescueManager::setData
resTextID MsTextId Localized prompt text.
resTextSel01ID MsTextId Localized prompt selection option 1.
resTextSel02ID MsTextId Localized prompt selection option 2.

rescue_type

  • 1 = Full HP
  • 2 = Full Party Gauge
  • 3 = Arts recharged
  • 4 = Max Talent Gauge

BTL_PSSlist

Human Readable Name: Battle - Passive Skill List

MsTextId linked to BTL_PSSlist_ms.

Linked from BTL_PSVskill.

Used to display tutorial messages & provide boss help.

Column Type Description Handled by
name MsTextId Localized passive name.
val_type uint8 Value type. game::DataPassiveSkill::setup

val_type

  • 0 = normal - rect_text_UnitNormal_mc
  • 1 = red - rect_text_UnitMinus_mc
  • 2 = blue - rect_text_UnitNum_mc
  • 3 = green - rect_text_UnitNormal2_mc

Human Readable Name: Battle - Passive Skill Branch Links

Passive links skill branch skills to skill specific values.

Column Type Description Handled by
skill uint8 Passive Skill ID.
val1 uint8 Skill Specific Value/% 1. game::DataPassiveSkill::getSkillParams
val2 uint8 Skill Specific Value/% 2. game::DataPassiveSkill::getSkillParams
val3 uint8 Skill Specific Value/% 3. game::DataPassiveSkill::getSkillParams
val4 uint8 Skill Specific Value/% 4. game::DataPassiveSkill::getSkillParams
val5 uint8 Skill Specific Value/% 5. game::DataPassiveSkill::getSkillParams
val6 uint8 Skill Specific Value/% 6. game::DataPassiveSkill::getSkillParams
flag uint8 Unknown. game::DataPassiveSkill::setup

BTL_PSVskill

Human Readable Name: Battle - Passive Skill Branch Skills

MsTextId linked to BTL_PSVskill_ms.

List of passive skill branch skills.

Column Type Description Handled by
name MsTextId Localized passive name.
shape uint8 Skill Display Shape game::MenuGameDataPassiveSkill::getShape
target uint8 Target. 1 = Always, 2 = Field only game::MenuGameDataPassiveSkill::getTarget
skill uint8 Passive Skill ID.
val1 uint8 Skill Specific Value/% 1. game::DataPassiveSkill::getSkillParams
val2 uint8 Skill Specific Value/% 2. game::DataPassiveSkill::getSkillParams
time uint8 Time. game::DataPassiveSkill::getSkillParams
point_PP uint8 SP Cost (Multiply by 10) game::DataPassiveSkill::getSkillParams
point_SP uint8 Affinity Coin Cost. game::DataPassiveSkill::setup
flag uint8 Unknown.

shape

  • 1 = Circle
  • 2 = Square
  • 3 = Hexagon
  • 4 = Star
  • 5 = Diamond

Warning

point_PP and point_SP are kind of swapped around. point_PP is the SP cost while point_SP is the link/affinity coin cost.


BTL_bufflist

Human Readable Name: Battle - Buffs List

MsTextId linked to BTL_bufflist_ms.

List of (de)buffs.

Column Type Description Handled by
elem uint8 Buff Element. game::BattleDamageCalcurator::calcCounterSpike, game::IntervalStatusEffect::sendMsgSpikeEff, game::AIActionExecutor::fltTarget
name MsTextId Localized name.
icon uint16 SYS_filelist_ex ID. game::MenuPartsInfo::open
help MsTextId Localized caption. game::MenuSeqPopupInfo::onTick
name_dbg string Debug name, unused.

BTL_camlist

Human Readable Name: Battle - Chain Attack Camera List

Battle Chain Attack cameras.

Used by game::ChainAttackCamera::lotCameraDataID.

Column Type Description Handled by
camType uint8 game::ChainAttackCamera::lotCameraDataID
range uint8
enemy_size uint8 game::MenuPartsInfo::open
cam_name1 uint8 Camera Data ID 1. game::BdatBtlCamList::cam_name1
rate1 uint8 % chance of camera #1 occuring. game::BdatBtlCamList::rate1
cam_name2 uint8 Camera Data ID 2. game::BdatBtlCamList::cam_name2
rate2 uint8 % chance of camera #2 occuring. game::BdatBtlCamList::rate2
cam_name3 uint8 Camera Data ID 3. game::BdatBtlCamList::cam_name3
rate3 uint8 % chance of camera #3 occuring. game::BdatBtlCamList::rate3
cam_name4 uint8 Camera Data ID 4. game::BdatBtlCamList::cam_name4
rate4 uint8 % chance of camera #4 occuring. game::BdatBtlCamList::rate4

BTL_camdatalist

Human Readable Name: Battle - Camera Data List

Battle Chain Attack camera data.

Used by game::ChainAttackCamera::setup.

TODO


BTL_crystallist

Human Readable Name: Battle - Crystal List

MsTextId linked to BTL_crystallist_ms.

List of monster crystal names. Referenced by BTL_enelist->c_name_id.

Column Type Description Handled by
name MsTextId Localized name. game::DataUtil::getItemName, game::DataUtil::getItemNameSortKey

BTL_enelist

Human Readable Name: Battle - Enemy List

MsTextId linked to BTL_enelist_ms.

List of monster crystal names. Referenced by BTL_enelist->c_name_id.

Column Type Description Handled by
name MsTextId Localized enemy name. game::DataUtil::getItemName, game::DataUtil::getItemNameSortKey
resource uint16 Resource ID. game::DataUtil::getItemName, game::DataUtil::getItemNameSortKey
name uint8 Crystal List ID game::DataUtil::getItemName, game::DataUtil::getItemNameSortKey
mnu_vision_face uint16 Menu Vision Face SYS_filelist_ex ID. game::DataUtil::getItemName, game::DataUtil::getItemNameSortKey

BTL_growlist

Human Readable Name: Battle - Level Ups

Level up requirements and rewards.

Column Type Description Handled by
level_exp MsTextId Localized enemy name. game::calcLvup
en_exp uint16 EXP earned for defeating an enemy at the same level range. game::DataUtil::calcExpApSpForBattle
en_ap uint8 AP earned for defeating an enemy at the same level range. game::DataUtil::calcExpApSpForBattle

Battle (Future Connected)

BTL_kiriEnemyList

Human Readable Name: Battle - Kiri Enemy List

Unknown. Referenced by searching model_id through KP_list->model.

Column Type Description Handled by
model_id string Model id, used as a search index. game::BehaviorNpc::setupForLoaded, game::StateAppearEnemy::execAppear
is_common_pack uint8 Unknown. game::BehaviorNpc::setupForLoaded, game::StateAppearEnemy::execAppear
eff_id uint16 Unknown. game::BehaviorNpc::setupForLoaded, game::StateAppearEnemy::execAppear

BTL_meliaScenarioKiriEnemy

Human Readable Name: Battle - Melia/Future Connected Kiri Enemy

Unknown. Hardcoded row IDs (to 17) in code.

Column Type Description Handled by
param float Unknown. game::ModelComponent::updateKiriEnemyparticleEffect

BTL_meliaScenarioParam

Human Readable Name: Battle - Melia/Future Connected Param

Unknown. Related to future connected. - Hardcoded row IDs (to 7) in code.

Column Type Description Handled by
val uint16 XP/SP value. game::DataUtil::addExpApSpForBattle, game::SeqFieldTalk::waitCloseTalkBalloonForPcTalk

BTL_noponAllAtk

Human Readable Name: Battle - Nopon All Attack

Unknown. Related to future connected. - Hardcoded row IDs.

Column Type Description Handled by
target_version uint8 Unknown. 1.1.2 is 8. game::NoponBattle::setupEvent, game::BdatBtlNoponAllAtk::isVersionMatch
normal_val uint16 Unknown. game::BdatBtlNoponAllAtk::getIntVal
extra_val uint16 Unknown. game::BdatBtlNoponAllAtk::getIntVal
all_val uint16 Unknown. game::NoponBattle::setupEvent

BTL_noponBaseData

Human Readable Name: Battle - Nopon Base Data

MsTextId linked to MNU_nopon_ms.

Related to Future Connected, data for nopon ponspectors.

Column Type Description Handled by
nopon_id uint8 Nopon/PC (?) ID. game::MenuSeqNoponJoinPlay::MenuSeqNoponJoinPlay, game::MenuIconUtil::getNoponNumber
nopon_role uint8 Nopon role. game::MenuPartsNoponDetail::setPcID
ui_arts_text MsTextId Localized arts text. game::MenuPartsNoponDetail::setPcID
ui_personal_text MsTextId Localized personal text. game::MenuPartsNoponDetail::setPcID
ui_summary_text MsTextId Localized summary. game::MenuPartsNoponDetail::setPcID
ui_history uint8 History (?) game::MenuPartsNoponDetail::setPcID
ui_gender uint8 Nopon gender. game::MenuPartsNoponDetail::setPcID
ui_hint_sflag MsTextId Hint scenario flag to display. game::MenuSeqNopnList::hasNoponHint
ui_hint_qflag MsTextId Hint quest flag to display. game::MenuSeqNopnList::hasNoponHint
ui_hint_qorder MsTextId Hint quest order to display. game::MenuSeqNopnList::hasNoponHint

BTL_noponHighTension

Human Readable Name: Battle - Nopon Base Data

Unknown. Related to Future Connected.

Column Type Description Handled by
enter_combat_just_l uint8 ? game::NoponBattle::procButtonChallengeResult_highTension
enter_combat_just_h uint8 ? game::NoponBattle::procButtonChallengeResult_highTension
enter_combat_normal_l uint8 ? game::NoponBattle::procButtonChallengeResult_highTension
enter_combat_normal_h uint8 ? game::NoponBattle::procButtonChallengeResult_highTension
sudden_commu_just_l uint8 ? game::NoponBattle::procButtonChallengeResult_highTension
sudden_commu_just_h uint8 ? game::NoponBattle::procButtonChallengeResult_highTension
sudden_commu_normal_l uint8 ? game::NoponBattle::procButtonChallengeResult_highTension
sudden_commu_normal_h uint8 ? game::NoponBattle::procButtonChallengeResult_highTension

MNU_battle

Human Readable Name: Menu - Battle UI

MsTextId linked to MNU_battle_ms.

Links battle UI components to their localized texts (and optionally, their captions - i.e Attack = "Initiate a Battle").

Many elements are naturally hardcoded to specific ids.

Column Type Description Handled by
name MsTextId Localized component name. Too many.
help MsTextId Localized Art help/overview/caption/. game::MenuGameDataPcArts::getArtsOverviewText

MNU_bonus_exp

Human Readable Name: Menu - Bonus Exp/Expert Mode UI

MsTextId linked to MNU_bonus_exp_ms.

Links expert mode menu UI components to their localized texts.

Many elements are naturally hardcoded to specific ids.

Column Type Description Handled by
name MsTextId Localized component name. game::MenuPartsBonusExpPcSelecterItem::setup, game::MenuPartsBonusExpPcSelecterItem::setLevel, game::MenuPartsBonusExpOnOffDialog::MenuPartsBonusExpOnOffDialog & more

MNU_col6

Human Readable Name: Menu - Colony 6 UI

MsTextId linked to MNU_col6_ms.

Links Colony 6 Reconstruction UI components to their localized texts. (and optionally, their captions).

Many elements are naturally hardcoded to specific ids.

Column Type Description Handled by
name MsTextId Localized component name. Too many. Classes: MenuPartsReviveColony6Util & MenuSeqReviveColony6LevelUp
help MsTextId Caption/overview.

MNU_collect

Human Readable Name: Menu - Collectopedia UI

MsTextId linked to MNU_collect_ms.

Links Collectopedia UI components to their localized texts. (and optionally, their captions).

Many elements are naturally hardcoded to specific ids.

Column Type Description Handled by
name MsTextId Localized component name. game::MenuPartsCollepedia::updateDisplayCollectPage
help MsTextId Caption/overview.

MNU_crystal

Human Readable Name: Menu - Crystal/Gem Crafting UI

MsTextId linked to MNU_collect_ms.

Links Gem Crafting UI components to their localized texts.

Many elements are naturally hardcoded to specific ids.

Column Type Description Handled by
info MsTextId Localized component name.

MNU_game_option_category

Human Readable Name: Menu - Game Option Categories

MsTextId linked to MNU_main_ms.

Links game setting category components to their localized texts.

Column Type Description Handled by
category uint16 Category Type. game::MenuGameDataOptionCategoryEnumable::create
priority uint16 Priority/Order. 0 is not shown. game::MenuGameDataOptionCategoryEnumable::create
name MsTextId Localized name. game::MenuGameDataOptionCategoryEnumable::create
help MsTextId Localized caption. game::MenuGameDataOptionCategoryEnumable::create

MNU_event_theater_txt

Human Readable Name: Menu - Event Theater Text

MsTextId linked to MNU_event_theater_txt.

Links Event Theater UI components to their localized texts.

Column Type Description Handled by
name MsTextId Localized Name of the location.

MNU_item

Human Readable Name: Menu - Item UI

MsTextId linked to MNU_item_ms.

Links inventory/equipment menu UI components to their localized texts.

Column Type Description Handled by
name MsTextId Localized name. game::MenuGameDataItem::getArmTypeMsText
help MsTextId Localized caption.

MNU_main

Human Readable Name: Menu - Main UI

MsTextId linked to MNU_main_ms.

Links main UI components to their localized texts.

Column Type Description Handled by
name MsTextId Localized name.
help MsTextId Localized caption.

MNU_map

Human Readable Name: Menu - Map UI

MsTextId linked to MNU_map_ms.

Links map UI components to their localized texts.

Column Type Description Handled by
name MsTextId Localized name.
help MsTextId Localized caption.

MNU_nopon

Human Readable Name: Menu - Nopon UI

MsTextId linked to MNU_nopon_ms.

For Future Connected. Links Nopon Ponspectors UI components to their localized texts.

Column Type Description Handled by
name MsTextId Localized name.

MNU_noponger

Human Readable Name: Menu - Noponger

For Future Connected. Links Nopon NPC IDs to their playable character ID.

Column Type Description Handled by
npc_id uint16 NPC ID.
noponger_idx uint8 Playable Character ID (15 + value). game::MenuGameDataMap::isVisibleNopongerNpcIcon

MNU_party

Human Readable Name: Menu - Nopon UI

MsTextId linked to MNU_party_ms.

Links Party Change UI components to their localized texts.

Column Type Description Handled by
name MsTextId Localized name.
help MsTextId Localized caption.

MNU_passive

Human Readable Name: Menu - Passive Skill/Tree UI

MsTextId linked to MNU_passive_ms.

Links Skill Tree UI components to their localized texts.

Column Type Description Handled by
name MsTextId Localized name.

MNU_quest

Human Readable Name: Menu - Quest UI

MsTextId linked to MNU_quest_ms.

Links Quest Menu UI components to their localized texts.

Column Type Description Handled by
name MsTextId Localized name.

MNU_relate

Human Readable Name: Menu - Relate/Affinity Chart UI

MsTextId linked to MNU_relate_ms.

Links Affinity Chart menu UI components to their localized texts.

Column Type Description Handled by
name MsTextId Localized name.
help MsTextId Localized caption.

MNU_saveload_scenario

Human Readable Name: Menu - Save/Load Menu UI

MsTextId linked to MNU_saveload_scenario_ms.

Links Save/Load Menu UI components to their localized texts.

Column Type Description Handled by
flag uint16 Scenario Flag target.
help MsTextId Localized name.

MNU_shop

Human Readable Name: Menu - Shop Menu UI

MsTextId linked to MNU_shop_ms.

Links Shop Menu UI components to their localized texts.

Column Type Description Handled by
name MsTextId Localized name.
help MsTextId Localized name.

MNU_sysmes

Human Readable Name: Menu - System Messages UI

MsTextId linked to MNU_sysmes_ms.

Links System Messages UI components to their localized texts.

Column Type Description Handled by
name MsTextId Localized name.
help MsTextId Localized name.

MNU_title

Human Readable Name: Menu - Main Title UI

MsTextId linked to MNU_title_ms.

Links Title Menu UI components to their localized texts.

Column Type Description Handled by
name MsTextId Localized name.

MNU_update

Human Readable Name: Menu - Update/Notification UI

MsTextId linked to MNU_update_ms.

Links Update/Notification Popup UI components to their localized texts.

Column Type Description Handled by
name MsTextId Localized name.

MNU_artsshop

Human Readable Name: Menu - Arts Shop

Defines arts available in the Arts/Manual Shop (XC1DE Future Connected).

Column Type Description Handled by
item uint16 Item ID. game::MenuSeqArtsshop::ArtsshopItemParam::getArtsId
price uint8 Price in art coins. game::MenuSeqArtsshop::getSelectedItemPrice
index uint8 Order index. game::MenuSeqArtsshop::rebuildItemListFromPcID
sflg uint16 Scenario flag required for this item to be available. game::MenuSeqArtsshop::ArtsshopItemParam::getScenarioFlag

MNU_dialog

Human Readable Name: Menu - Crystal/Gem Crafting UI

MsTextId depends on the source column.

List of all dialog/prompt parameters.

Many elements are naturally hardcoded to specific ids.

Column Type Description Handled by
type uint8 Dialog Type. 1 = Basic Dialog, 2 = Selection Dialog. game::MenuMnuDialog::getType
source uint8 Source bdat. game::MenuMnuDialog::getSource, game::MenuMnuDialog::getMsText
title MsTextId Localized Dialog title. game::MenuMnuDialog::getTitleText
message MsTextId Localized Dialog message. game::MenuMnuDialog::getMessage
default_index uint8 Default selection index (when type is 2). game::MenuMnuDialog::getMessage
cancel_key uint8 Unknown. Controls cancelling. game::MenuMnuDialog::getCancelResult
select MsTextId[] Localized selection messages as a string representing the selections (when type is 2). game::MenuMnuDialog::getSelectTextCount
open_sound_id uint16[] Sound to play when the dialog is opened. game::MenuMnuDialog::getOpenSoundId
sound_id uint16 Sound to play when a specific selection is chosen. game::MenuMnuDialog::getSoundId
cancel_sound_id uint16 Sound to play when the dialog is closed. game::MenuMnuDialog::getCancelSoundId

source

  • 1: MNU_main
  • 2: MNU_main_ms
  • 3: MNU_sysmes
  • 4: MNU_sysmes_ms
  • 5: MNU_shop
  • 6: MNU_shop_ms
  • 7: MNU_item
  • 8: MNU_passive
  • 9: MNU_bonus_exp_ms

MNU_event_location

Human Readable Name: Menu - Event Location

MsTextId linked to FLD_maplist_ms.

Handles the main area/region location menu.

Column Type Description Handled by
name MsTextId Localized Name of the location. game::MenuMnuDialog::getType
old_file_name string Unknown. Old effect file name. (maps to eff\ev\ev).
map_id uint8 Map ID. game::MenuPartsAreaMapList::setMapIdDesc
wait uint16 Wait time (ms). Possibly unused.
is_bionic uint8 Whether this location is on Bionis (and will display as such), otherwise Mechonis. Will use layer group PointerBionis_mc or PointerMechonis_mc from mnu050_cont01.wilay game::MenuPartsAreaMapList::setMapIdDesc
point_idx uint8 Point on the bionis/mechonis. Will start layer action lay%02u. game::MenuPartsAreaMapList::setMapIdDesc
event_name string Used as key for searching.

Human Readable Name: Menu - Event Logo

List of logo overlays for events i.e Xenoblade Logo.

Column Type Description Handled by
old_file_name string Unknown. Old effect file name. (maps to eff\ev\ev).
image_name string Layer Logo image name (from menu/image). game::MenuSeqEventLogoAction::getLayerLogoImageName
wait uint16 Wait time (ms). Possibly unused.
event_name string Used as key for searching.

MNU_event_telop

Human Readable Name: Menu - Event Captions

MsTextId linked to MNU_event_telop_ms.

List of text overlays for events i.e "One Month Ago".

Column Type Description Handled by
name MsTextId Localized Name of the location. game::MenuMnuDialog::getType
old_file_name string Unknown. Old effect file name. (maps to eff\ev\ev).
wait uint16 Wait time (ms). Possibly unused.
event_name string Used as key for searching.

MNU_filter

Human Readable Name: Menu - Filter

MsTextId linked to MNU_filter_ms.

Handles menu filtering (i.e gear).

Column Type Description Handled by
category uint8 Category type. game::MenuFilterSortUtil::getListImpl
name MsTextId Localized Name of the filtering type. game::MenuFilterSortUtil::getListImpl
index uint8 Order index (?). game::MenuFilterSortUtil::getListImpl
conf_type uint8 Config Type. 1-5. game::MenuFilterSortUtil::getListImpl
conf_value uint16 Conf data depending on config type. game::MenuFilterSortUtil::getListImpl
filter_type uint8 Filter Type. 0-11. game::MenuFilterSortUtil::getFilterType
filter_value uint8 Filter data depending on type. game::MenuFilterSortUtil::getFilterValue
category
  • 0 = All
  • 1 = Clothes
  • 2 = Body Armor
  • 3 = Key Items
  • 4 = Arts
  • 5 = Gems
  • 7 = Collectibles
  • 9 = Quest List
  • 10 = Tutorial
  • 11 = Event Theater (?)
conf_type
  • 1 = Equal to conf_value?
  • 2 = conf_value is map ID for landmarklist
  • 3 = Unknown. May be related to playable character being in party as per game::DataUtil::getPcJoin
  • 4 = Unknown. game::DataUtil::isRevivePC08 - Fiora Revive
  • 5 = Different than conf_value?
filter_type
  • 0 = Unknown
  • 1 = game::MenuGameDataItem::getSlotSize (ITM_wpnlist->jwl_slot)
  • 2 = game::MenuGameDataItem::getSlotSize && !game::MenuGameDataItem::getUniFlag
  • 3 = game::MenuGameDataItem::getUniFlag (ITM_wpnlist->uni_flag)
  • 4 = filter_value == game::MenuGameDataItem::getArmType (ITM_equiplist->arm_type)
  • 5 = game::MenuGameDataItem::getArmType - 4 <= 9 (ITM_equiplist->arm_type)
  • 6 = game::MenuGameDataItem::isQuestTarget || game::MenuGameDataItem::isVisionTarget
  • 7 = !game::DataUtil::isUsedArtsBook
  • 8 = game::DataUtil::isUsedArtsBook
  • 9 = filter_value compared against BTL_skilllist->attach - game::MenuGameDataItem::getAttach
  • 10 = filter_value compared against BTL_skilllist->category - game::MenuGameDataItem::getCategory
  • 11 = filter_value compared against ITM_collectlist->type - game::MenuGameDataItem::getCollectType

MNU_game_option_item

Human Readable Name: Menu - Game Option Items

MsTextId linked to MNU_main_ms.

Links game setting item components to their localized texts.

Column Type Description Handled by
option_id uint16 Option ID. No more than 0x2A. game::MenuGameDataOption::startup
category uint16 Option Category ID. game::MenuGameDataOption::startup
priority uint16 Priority/Order. 0 is not shown. game::MenuGameDataOptionCategoryEnumable::create
show_type uint16 Unknown. 0-3. game::MenuGameDataOptionEnumable::create
parent_id uint16 Parent Item ID. If specified, will display as a subgroup. game::MenuGameDataOption::getParentOptionId
name MsTextId Localized name.
help MsTextId Localized caption.
type MsTextId Type of option. game::MenuGameDataOption::adjustData
default_value uint16 Default value (if slider). game::MenuGameDataOption::adjustData
min_value uint16 Min value (if slider). game::MenuGameDataOption::adjustData
max_value uint16 Max value (if slider). game::MenuGameDataOption::adjustData
partition uint16 Increment value per de/increase. game::MenuGameDataOption::adjustData
select_value uint16[] Value of each select option. game::BdatMnuGameOptionItem::select_value
select_name MsTextId[] Localized name of each select option. game::MenuGameDataOption::getSelectItemText
type
  • 1 = Combo Box
  • 2 = Slider
  • 3 = Brightness Slider

MNU_header_info

Human Readable Name: Menu - Header Info

MsTextId linked to MNU_header_text_ms.

Unknown.

Column Type Description Handled by
name MsTextId Localized header name. game::MenuPartsHeaderTitle::setTitleInfo
image_no uint8 Image Number. game::MenuPartsHeaderTitle::setTitleInfo
image_sub_no uint8 Sub Image Number. game::MenuPartsHeaderTitle::setTitleInfo

image_no and image_sub_no are combined into a %03d_%02d layer action string, loaded from some fonr_hi_mc or fonr_mc layer.


MNU_header_text

Human Readable Name: Menu - Header Text

MsTextId linked to MNU_header_text_ms.

Unknown.

Column Type Description Handled by
name MsTextId Localized header name. game::MenuPartsHeaderTitle::setTitleInfo

MNU_kyeassign

Human Readable Name: Menu - Key Assign

MsTextId linked to MNU_kyeassign_ms.

Links key UI menu UI components to their localized texts.

Many elements are naturally hardcoded to specific ids.

Column Type Description Handled by
fileID_1 uint16 Appears unused.
fileID_2 uint16 Appears unused.
help MsTextId Localized caption. game::MenuPartsHudGuideControl::applyGuideLayerItem, game::MenuPartsInfo::MenuPartsInfo, game::MenuPartsPlayAward::reloadList, game::MenuPartsTrialPartyInfo::MenuPartsTrialPartyInfo

MNU_name

Human Readable Name: Menu - Name UI

MsTextId linked to MNU_name_ms.

Possibly unused (no references found)

Column Type Description Handled by
name MsTextId Localized name.

MNU_operation_guide

Human Readable Name: Menu - Operation Guide UI

MsTextId linked to MNU_operation_guide_ms.

Unused. Moved to MNU_kyeassign

Column Type Description Handled by
guide_icon_1 uint8 Guide Icon 1. game::BdatMnuOperationGuide::guide_icon1
guide_text_1 uint8 Guide Text 1. game::BdatMnuOperationGuide::guide_text1
guide_icon_2 uint8 Guide Icon 2. game::BdatMnuOperationGuide::guide_icon2
guide_text_2 uint8 Guide Text 2. game::BdatMnuOperationGuide::guide_text2
guide_icon_3 uint8 Guide Icon 3. game::BdatMnuOperationGuide::guide_icon3
guide_text_3 uint8 Guide Text 3. game::BdatMnuOperationGuide::guide_text3
guide_icon_4 uint8 Guide Icon 4. game::BdatMnuOperationGuide::guide_icon4
guide_text_4 uint8 Guide Text 4. game::BdatMnuOperationGuide::guide_text4
guide_icon_5 uint8 Guide Icon 5. game::BdatMnuOperationGuide::guide_icon5
guide_text_5 uint8 Guide Text 5. game::BdatMnuOperationGuide::guide_text5
guide_icon_6 uint8 Guide Icon 6. game::BdatMnuOperationGuide::guide_icon6
guide_text_6 uint8 Guide Text 6. game::BdatMnuOperationGuide::guide_text6
guide_icon_7 uint8 Guide Icon 7. game::BdatMnuOperationGuide::guide_icon7
guide_text_7 uint8 Guide Text 7. game::BdatMnuOperationGuide::guide_text7
guide_icon_8 uint8 Guide Icon 8. game::BdatMnuOperationGuide::guide_icon8
guide_text_8 uint8 Guide Text 8. game::BdatMnuOperationGuide::guide_text8
ex_guide_icon_1 uint8 Extra Guide Text 1. game::BdatMnuOperationGuide::ex_guide_icon1
ex_guide_text_1 uint8 Extra Guide Icon 1. game::BdatMnuOperationGuide::ex_guide_text1
ex_guide_icon_2 uint8 Extra Guide Text 2. game::BdatMnuOperationGuide::ex_guide_icon2
ex_guide_text_2 uint8 Extra Guide Icon 2. game::BdatMnuOperationGuide::ex_guide_text2

MNU_quest_task_message

Human Readable Name: Menu - Quest Popup UI

MsTextId linked to MNU_quest_task_message_ms.

Handles text for branching quests.

Column Type Description Handled by
quest_id uint16 Quest ID.
prog_a MsTextId Localized Quest Branch A Name game::BdatMnuQuestTaskMessage::getProgMsText
prog_b MsTextId Localized Quest Branch B Name game::BdatMnuQuestTaskMessage::getProgMsText
prog_a_target uint16 Localized Branch A Target. game::BdatMnuQuestTaskMessage::getProgTargetMsText
prog_b_target uint16 Localized Branch B Target. game::BdatMnuQuestTaskMessage::getProgTargetMsText
prog_a_target_max uint8 Branch A Target Max. game::BdatMnuQuestTaskMessage::getProgTargetMax
prog_b_target_max uint8 Branch B Target Max. game::BdatMnuQuestTaskMessage::getProgTargetMax

MNU_sort

TODO


MNU_ColorList

Human Readable Name: Menu - Color List

Defines colors for use with the menu UI. Depends on MNU_EventTheater_kzn->col6_setting.

Column Type Description Handled by
name string UI Component Name. game::UIDataLibrary::setupColorList
col_r uint8 Red Color. game::UIDataLibrary::setupColorList
col_g uint8 Green Color. game::UIDataLibrary::setupColorList
col_b uint8 Blue Color. game::UIDataLibrary::setupColorList

MNU_EventTheater_col6

Human Readable Name: Menu - Event Theater - Colony 6

MsTextId linked to pc_arts (may be a mistake)

Unknown. Possibly colony 6 parameters for when playing event theater?

Column Type Description Handled by
house uint8 Housing level. game::MenuSeqEventTheater::playEvent
business uint8 Commerce level. game::MenuSeqEventTheater::playEvent
industry uint8 Unknown. game::MenuSeqEventTheater::playEvent
military uint8 Unknown. game::MenuSeqEventTheater::playEvent
construct uint8 Unknown. game::MenuSeqEventTheater::playEvent

MNU_EventTheater_equip_pc

Human Readable Name: Menu - Event Theater - Equipment - Playable Character

Equipment settings for playable characters during event theater.

MNU_EventTheater_equip_pc%02d where: * %02d - Character ID - 1 to 16

Note

Hardcoded to read from ID 1 to 16. Each file is checked if exists.

Column Type Description Handled by
ev_id uint16 Event ID game::MenuSeqEventTheater::playEvent
eq_head uint16 Equipped head Item ID. game::MenuSeqEventTheater::playEvent
eq_body uint16 Equipped body Item ID. game::MenuSeqEventTheater::playEvent
eq_arm uint16 Equipped arm Item ID. game::MenuSeqEventTheater::playEvent
eq_waist uint16 Equiped waist Item ID. game::MenuSeqEventTheater::playEvent
eq_legg uint16 Equipped leggings Item ID. game::MenuSeqEventTheater::playEvent
eq_wpn uint16 Equipped weapon Item ID. game::MenuSeqEventTheater::playEvent

MNU_EventTheater_kzn

Human Readable Name: Menu - Event Theater - Kizuna

MsTextId linked to MNU_event_name_ms.

List of all the event theater cutscenes.

Tip

IDs will map to image files at menu/image/evth_kzn_img%03d.

Column Type Description Handled by
kzn_no uint16 JNL_Kizunalist ID game::MenuSeqEventTheater::MenuSeqEventTheater
thumbnail uint16 Appears unused.
sort_index uint16 Sorting index on the UI.
fixed_time uint8 Fixed time of day type. game::MenuPartsEventTheaterSelect::setEvent
fixed_weather uint16 Whether the weather does not change. game::MenuPartsEventTheaterSelect::setEvent
ev01_id uint16 Event ID game::MenuSeqEventTheater::playEvent
col6_setting uint16 Colony 6 Setup ID game::MenuSeqEventTheater::playEvent
pos_x float Position X. game::MenuSeqEventTheater::playEvent
pos_y float Position X. game::MenuSeqEventTheater::playEvent
pos_Z float Position X. game::MenuSeqEventTheater::playEvent

MNU_EventTheater_scn

Human Readable Name: Menu - Event Theater - Scene?

MsTextId linked to MNU_event_name_ms.

List of all the event theater scenes (?)

Tip

IDs will map to image files at menu/image/evth_scn_img%03d.

Column Type Description Handled by
title MsTextId Localized name. game::MenuSeqEventTheater::updateEventIDList
thumbnail uint16 Appears unused.
scn_no uint16 Scn Number. game::MenuSeqEventTheater::updateEventIDList
sort_index uint16 Sorting index on the UI.
fixed_time uint8 Fixed time of day type. game::MenuPartsEventTheaterSelect::setEvent
fixed_weather uint16 Whether the weather does not change. game::MenuPartsEventTheaterSelect::setEvent
ev01_id uint16 Event ID #1. game::BDatMnuEventTheaterScn::getEventIDList & more
ev02_id uint16 Event ID #2. game::BDatMnuEventTheaterScn::getEventIDList & more
ev03_id uint16 Event ID #3. game::BDatMnuEventTheaterScn::getEventIDList & more
ev04_id uint16 Event ID #4. game::BDatMnuEventTheaterScn::getEventIDList & more
ev05_id uint16 Event ID #5. game::BDatMnuEventTheaterScn::getEventIDList & more
ev06_id uint16 Event ID #6. game::BDatMnuEventTheaterScn::getEventIDList & more
ev07_id uint16 Event ID #7. game::BDatMnuEventTheaterScn::getEventIDList & more
ev08_id uint16 Event ID #8. game::BDatMnuEventTheaterScn::getEventIDList & more
ev09_id uint16 Event ID #9. game::BDatMnuEventTheaterScn::getEventIDList & more

MNU_FacePatternList

Human Readable Name: Menu - Face Pattern List

Unknown. Appears unused in XC1DE.

Tip

IDs will map to image files at menu/image/evth_scn_img%03d.

Column Type Description Handled by
name string Face Pattern Name. game::UIFontManager::loadFontSet
image_no uint8 ? game::UIFontManager::loadFontSet

MNU_FontSet01

Human Readable Name: Menu - Font Set

Font set to use per language.

Tables per language:

  • Global: MNU_FontSet01
  • Korean: MNU_FontSet01_kr
  • Chinese: MNU_FontSet01_cn
  • Taiwannese: MNU_FontSet01_tw
Column Type Description Handled by
type uint8 See below game::UIFontManager::loadFontSet
resource uint32 Maps to MNU_ResFont. game::UIFontManager::loadFontSet
image_type uint32 Used when type is 6. Maps to game::UIFontManager::loadFontSet

Type

Minimum 6.


MNU_Hana_custom

Unknown. Appears unused in XC1DE.


MNU_Input

Tables:

  • MNU_InputAct
  • MNU_InputPad
  • MNU_InputPointer
  • MNU_InputWheel

Unknown. Appears unused in XC1DE.


MNU_Layer

Human Readable Name: Menu - Layer

Unknown. Appears unused in XC1DE.

Column Type Description Handled by
group uint8 Layer group. game::MenuLayerBuilderManager::setupFromBdat
filename string Path to the layer file. game::MenuLayerBuilderManager::setupFromBdat
prio uint8 Layer priority. Applied after group. game::MenuLayerBuilderManager::setupFromBdat
cache uint8 Face Pattern Name. game::MenuLayerBuilderManager::setupFromBdat

MNU_ResFont

Human Readable Name: Menu - Resource Font

Files to be used when loading font resources. Referenced by MNU_ResFont01 to append to a specific folder when type is 8.

Column Type Description Handled by
file string File Name. game::UIResourceManager::getResourceNameFromId

MNU_ResFontStyle

Human Readable Name: Menu - Resource Font Style

Files to be used when loading font style resources. Referenced by MNU_ResFont01 to append to a specific folder when type is 9.

Column Type Description Handled by
file string File Name.

MNU_ResImage

Human Readable Name: Menu - Resource Image

Files to be used when loading image resources. Referenced by MNU_ResFont01 to append to a specific folder when type is 6.

Column Type Description Handled by
file string File Name.

MNU_ResLayout

Human Readable Name: Menu - Resource Layout

Files to be used when loading layout resources. Possibly unused/unreferenced in XC1DE.

Column Type Description Handled by
file string File Name.

MNU_ResMSProj

Human Readable Name: Menu - Resource Monolith Soft Project

Files to be used when loading monolith soft project resources. Referenced by MNU_ResFont01 to append to a specific folder when type is 10.

Column Type Description Handled by
file string File Name.

MS Files

Useful functions related to it:

  • fw::ResMsprojData::buildResource
  • ms::MsWrapper::regist
  • LMS_InitProject
  • Anything starting with LMS

MNU_ResMotion

Human Readable Name: Menu - Resource Motion

Files to be used when loading motion resources. Possibly unused/unreferenced in XC1DE.

Column Type Description Handled by
file string File Name.

MNU_ResUio

Human Readable Name: Menu - Resource Ui Object

Files to be used when loading UI Object resources. Possibly unused/unreferenced in XC1DE.

Column Type Description Handled by
file string File Name.

MNU_ResourceCategory

Human Readable Name: Menu - Resource Categories

Maps resource IDs to their folder locations.

Column Type Description Handled by
path_prefix string Folder location prefx for the resource category. game::UIResourceManager::getPathPrefixFromCategory
res_type uint32 Actual resource type, used when loading files. game::UIResourceManager::loadResourceImplFromNormalizedPath

res_type file Handler

  • 1 = fw::ResLayImg - .wilay
  • 2 = fw::ResLayFont - .wifnt
  • 3 = fw::ResLayStyle - .wisty
  • 4 = fw::ResUIObject - .uio
  • 5 = fw::ResUIParticle - .uip
  • 6 = fw::ResUIMotion - .uim
  • 7 = fw::ResMsprojData - .msbp
  • 8 = fw::ResModel - .wimdo
  • 9 = fw::ResBdat - .bdat
  • 10 = Unused/Unsupported

MNU_ResourceType

Human Readable Name: Menu - Resource Type

Empty & Unused/unreferenced in XC1DE.


MNU_StreamAnnounce

Human Readable Name: Menu - Stream Announce

Empty & Unused/unreferenced in XC1DE.


MNU_StreamHelp

Human Readable Name: Menu - Stream Help

Empty & Unused/unreferenced in XC1DE.


MNU_Stream

Human Readable Name: Menu - Stream

Empty & Unused/unreferenced in XC1DE.


MNU_StyleArmorPc

Human Readable Name: Menu - Style Armor Playable Character

MsTextId linked to ITM_fashionlist_ms.

MNU_StyleArmorPc%02d where:

  • %02d - Playable character ID - uint16

Returns localized weapon style name if enabled for a specific body part. Depends on ITM_wpnlist.

Column Type Description Handled by
name MsTextId File Name. game::MenuStyleEnumerable::create
head uint8 Whether this style is enabled for head parts. game::BDatMnuStyleArmor::isEnableParts
body uint8 Whether this style is enabled for body parts. game::BDatMnuStyleArmor::isEnableParts
arm uint8 Whether this style is enabled for arm parts. game::BDatMnuStyleArmor::isEnableParts
waist uint8 Whether this style is enabled for waist parts. game::BDatMnuStyleArmor::isEnableParts
leg uint8 Whether this style is enabled for leg parts. game::BDatMnuStyleArmor::isEnableParts
index uint8 Order index (?) game::BDatMnuStyleArmor::isEnableParts

MNU_StyleWeaponPc

Human Readable Name: Menu - Style Armor Playable Character

MsTextId linked to ITM_fashionlist_ms.

MNU_StyleWeaponPc%02d where:

  • %02d - Playable character ID - uint16

Returns localized weapon style names. Depends on ITM_wpnlist.

Column Type Description Handled by
name MsTextId File Name. game::MenuStyleEnumerable::create
index uint8 Order index (?)

MNU_Text_IdList

Human Readable Name: Menu - Text ID List

Table that points IDs to a specific bdat localized entry. Possibly unused in XC1DE.

Column Type Description Handled by
text_file uint16 MNU_TextLink_MsTxt ID. game::UIDataLibrary::getTextFromTextIdList
text_id uint32 Row ID for the specified Ms Bdat. game::UIDataLibrary::getTextFromTextIdList

Human Readable Name: Menu - Text Link Table - Ms Text

Used by MNU_Text_IdList to link to bdat files. Possibly unused in XC1DE.

Column Type Description Handled by
filename string Localized Bdat File name. game::UIDataLibrary::getTextFromTextIdList

Journal / Quests

JNL_PClinelist

Human Readable Name: Journal - Playable Character - Line list

No code references - Appears unused in XC1:DE.


JNL_PCrelatelist

Human Readable Name: Journal - Playable Character - Relation List

No code references - Appears unused in XC1:DE.


JNL_playaward

Human Readable Name: Journal - Play Awards/Achievements

MsTextId linked to JNL_playaward_ms.

List of achievements/awards & their rewards.

Column Type Description Handled by
title MsTextId Localized award name. game::MenuPartsInfo::open
exp uint16 EXP on completion. game::DataUtil::addExpApSpForPlayaward
clearflg uint8 ?

JNL_questXXYY

Human Readable Name: Journal - Quests

JNL_questlistXXYY where:

  • XX - Chapter ID
  • YY - Location ID

MsTextId linked to JNL_questXXYY_ms.

List of quests per area. Quests should also be present in bdat_qts.

Column Type Description Handled by
title MsTextId Quest title. game::MenuGameQuestAcc::getTitle, game::MenuGameQuestAcc::isDeepCheck
qst_genre uint8 Quest Genre. 0-3. game::MenuGameQuestAcc::getQuestType & more
non_auto uint8 Whether this is a non automatic completion quest. Too many.
reward_mes uint8 How the reward message is displayed. 0-3. game::MenuGameQuestAcc::getRewardShowType
npc_id uint16 NPC ID. game::MenuGameQuestAcc::getNpcId & more
no_map uint8 Mapping number aka quest display sort index. game::MenuGameQuestAcc::getMapSortKey
force uint8 Whether the quest is forced, it cannot be discarded upon display. game::MenuGameQuestAcc::isForce
mes_accept uint8 Message when accepting. Appears unused
mes_refuse uint8 Message when refusing. Appears unused
flg_s uint16 Scenario flag for this quest. game::GimmickMarker::checkJNLQuestCnd, game::QuestUtil::canAcceptOrder
cnd_questID uint16 Required Quest ID completion for this quest. game::QuestUtil::canAcceptOrder
cnd_famous uint16 Required area reputation for this quest. game::QuestUtil::canAcceptOrder
npcmeetID1 uint16 Required NPC #1 met for this quest. game::QuestUtil::canAcceptOrder
flg_relate uint16 Relation/Affinity JNL_relatelist ID. game::QuestUtil::canAcceptOrder
cnd_relate uint8 Required relation/affinity (based on provided ID). game::QuestUtil::canAcceptOrder
up_questID uint16 Mututally exclusive quest #1. game::QuestManager::setupQuest
up_questID2 uint16 Mututally exclusive quest #2. game::QuestManager::setupQuest
no_report uint8 Unknown. Possibly no notification? game::MenuGameQuestAcc::getTaskInfo & more
reward_A1 uint16 Item ID Branch A - Reward #1 game::MenuGameQuestAcc::getRewardItemId, game::MenuGameQuestAcc::getRewardItemName
reward_A2 uint16 Item ID Branch A - Reward #2 game::MenuGameQuestAcc::getRewardItemId, game::MenuGameQuestAcc::getRewardItemName
reward_A3 uint16 Item ID Branch A - Reward #3 game::MenuGameQuestAcc::getRewardItemId, game::MenuGameQuestAcc::getRewardItemName
reward_B1 uint16 Item ID Branch B - Reward #1 game::MenuGameQuestAcc::getRewardItemId, game::MenuGameQuestAcc::getRewardItemName
reward_B2 uint16 Item ID Branch B - Reward #2 game::MenuGameQuestAcc::getRewardItemId, game::MenuGameQuestAcc::getRewardItemName
reward_B3 uint16 Item ID Branch B - Reward #3 game::MenuGameQuestAcc::getRewardItemId, game::MenuGameQuestAcc::getRewardItemName
reward_exp uint16 EXP reward on completion. game::MenuGameQuestAcc::getRewardExp
reward_money uint16 Money reward on completion. game::MenuGameQuestAcc::getRewardMoney
order_succ_A uint16 Whether quest conditions have to be done in order (Branch A) game::MenuGameQuestAcc::isOrderSucc
type_succ_A1 uint8 Quest Step #1 Type (Branch A)
cnd_succ_A1 uint16 Quest Step #1 Value/Condition - Depends on type. (Branch A)
num_succ_A1 uint8 Quest Step #1 Number Required (Branch A)
hnd_succ_A1 uint8 Unused.
type_succ_A2 uint8 Quest Step #2 Type (Branch A)
cnd_succ_A2 uint16 Quest Step #2 Value/Condition - Depends on type. (Branch A)
num_succ_A2 uint8 Quest Step #2 Number Required (Branch A)
hnd_succ_A2 uint8 Unused.
type_succ_A3 uint8 Quest Step #3 Type (Branch A)
cnd_succ_A3 uint16 Quest Step #3 Value/Condition - Depends on type. (Branch A)
num_succ_A3 uint8 Quest Step #3 Number Required (Branch A)
hnd_succ_A3 uint8 Unused.
type_succ_A4 uint8 Quest Step #4 Type (Branch A)
cnd_succ_A4 uint16 Quest Step #4 Value/Condition - Depends on type. (Branch A)
num_succ_A4 uint8 Quest Step #4 Number Required (Branch A)
hnd_succ_A4 uint8 Unused.
type_succ_B1 uint8 Quest Step #1 Type (Branch B)
cnd_succ_B1 uint16 Quest Step #1 Value/Condition - Depends on type. (Branch B)
num_succ_B1 uint8 Quest Step #1 Number Required (Branch B)
hnd_succ_B1 uint8 Unused.
type_succ_B2 uint8 Quest Step #2 Type (Branch B)
cnd_succ_B2 uint16 Quest Step #2 Value/Condition - Depends on type. (Branch B)
num_succ_B2 uint8 Quest Step #2 Number Required (Branch B)
hnd_succ_B2 uint8 Unused.
type_succ_B3 uint8 Quest Step #3 Type (Branch B)
cnd_succ_B3 uint16 Quest Step #3 Value/Condition - Depends on type. (Branch B)
num_succ_B3 uint8 Quest Step #3 Number Required (Branch B)
hnd_succ_B3 uint8 Unused.
type_succ_B4 uint8 Quest Step #4 Type (Branch B)
cnd_succ_B4 uint16 Quest Step #4 Value/Condition - Depends on type. (Branch B)
num_succ_B4 uint8 Quest Step #4 Number Required (Branch B)
hnd_succ_B4 uint8 Unused.
up_famous_A1 uint16 Area Reputation increase (Branch A). game::MenuGameQuestAcc::getFamousInfo
flg_relate_A1 uint16 Relation/Affinity JNL_relatelist change #1 on completion. (Branch B)
up_relate_A1 uint8 How much relation/affinity #1 increases by. (Branch B)
flg_relate_A2 uint16 Relation/Affinity JNL_relatelist change #2 on completion. (Branch B)
up_relate_A2 uint8 How much relation/affinity #2 increases by. (Branch B)
flg_relate_A3 uint16 Relation/Affinity JNL_relatelist change #3 on completion. (Branch B)
up_relate_A3 uint8 How much relation/affinity #3 increases by. (Branch B)
flg_relate_A4 uint16 Relation/Affinity JNL_relatelist change #4 on completion. (Branch B)
up_relate_A4 uint8 How much relation/affinity #4 increases by. (Branch B)
up_famous_B1 uint16 Area Reputation increase (Branch B). game::MenuGameQuestAcc::getFamousInfo
flg_relate_B1 uint16 Relation/Affinity JNL_relatelist change #1 on completion. (Branch B)
up_relate_B1 uint8 How much relation/affinity #1 increases by. (Branch B)
flg_relate_B2 uint16 Relation/Affinity JNL_relatelist change #2 on completion. (Branch B)
up_relate_B2 uint8 How much relation/affinity #2 increases by. (Branch B)
flg_relate_B3 uint16 Relation/Affinity JNL_relatelist change #3 on completion. (Branch B)
up_relate_B3 uint8 How much relation/affinity #3 increases by. (Branch B)
flg_relate_B4 uint16 Relation/Affinity JNL_relatelist change #4 on completion. (Branch B)
up_relate_B4 uint8 How much relation/affinity #4 increases by. (Branch B)

qst_genre / Quest Genre

  • 0 = Normal
  • 1 = Story
  • 2 = Unknown
  • 3 = Timed

Quest Type

  • 1 = Defeat Enemy
  • 2 = Item required
  • 3 = Talk to NPC
  • 4 = Branching Quest, Quest IDs
  • 5 = Use gimmick/field object?

Reputation Increase Area

Depends on NPC ID and it's landmark location from landmarklist. mapID is then used.

Then, the area is grabbed using the map ID using game::MenuGameDataMapUtil::GetMapAreaIdFromMapId - Hardcoded table.


JNL_relatelist

Human Readable Name: Journal - Relation/Affinity Link Listing

MsTextId linked to JNL_relatelist_ms.

List of all the affinity links. Referenced through FLD_npclist->rlt_face.

Column Type Description Handled by
pain1 string Used for searching. Must be 6 chars for 2 NPCs. game::MenuPartsKizunagramWorldView::setupBdat
pain_txt1 string Possibly unused?
pain_txt2 string Possibly unused?
caption1 uint16 Localized caption 1. game::MenuPartsKizunagramWorldView::setActivationRelateMarker
caption2 uint16 Localized caption 2. game::MenuPartsKizunagramWorldView::setActivationRelateMarker
caption3 uint16 Localized caption 3. game::MenuPartsKizunagramWorldView::setActivationRelateMarker
caption4 uint16 Localized caption 4. game::MenuPartsKizunagramWorldView::setActivationRelateMarker
caption5 uint16 Localized caption 5. game::MenuPartsKizunagramWorldView::setActivationRelateMarker
npc_id_1a uint16 NPC ID 1 A game::MenuManager::onDataFlagChanged
npc_id_1b uint16 NPC ID 1 B game::MenuManager::onDataFlagChanged
npc_id_1c uint16 NPC ID 1 C game::MenuManager::onDataFlagChanged
npc_id_2a uint16 NPC ID 2 A game::MenuManager::onDataFlagChanged
npc_id_2b uint16 NPC ID 2 B game::MenuManager::onDataFlagChanged
npc_id_2c uint16 NPC ID 2 C game::MenuManager::onDataFlagChanged

JNL_relatepoint

Human Readable Name: Journal - Relation/Heart-to-Heart Points

List of all the Heart-to-Hearts.

Column Type Description Handled by
pain string Used for searching. Must be 6 chars for 2 NPCs. game::MenuPartsReviveColony6List::setupHintMode
translate_x int16 X Translation
translate_y int16 Y Translation
rotate_z int16 Z Rotaton
scale_x int16 X Scale
scale_y int16 Y Scale
size_x int16 X Size
size_y int16 Y Size

JNL_trustup

Human Readable Name: Journal - Relation/Heart-to-Heart Points

List of trust/affinity increases during NPC talks (referenced with the [XENO:trust] tag).

Column Type Description Handled by
trust_up int16 Affinity increase. game::MenuSeqTalkBalloon::setTalkMessage

Colony 6 Restoration

CL6_hintlist

Human Readable Name: Conly 6 - Hint List

MsTextId linked to CL6_hintlist.

List of Colony 6 restoration hints.

Column Type Description Handled by
title MsTextId Localized hint name. game::MenuPartsReviveColony6List::setupHintMode
type uint8 Possibly unused?
flag uint8 Completion %. game::MenuPartsReviveColony6List::setupHintMode
UID uint8 Possibly unused?

CL6_invitelist

Human Readable Name: Conly 6 - Invitable NPC List

List of invitable npcs to Colony 6.

TODO - Unknown where this is read


CL6_materiallist

Human Readable Name: Conly 6 - Material List

Colony 6 restoration material requirements.

Column Type Description Handled by
money uint16 Required money. game::MenuPartsReviveColony6Util::getRevivalNextLvRequireMaterial
material1 uint16 Item ID 1. game::MenuPartsReviveColony6Util::getRevivalNextLvRequireMaterial
number1 uint16 Number of items 1. game::MenuPartsReviveColony6Util::getRevivalNextLvRequireMaterial
material2 uint16 Item ID 2. game::MenuPartsReviveColony6Util::getRevivalNextLvRequireMaterial
number2 uint16 Number of items 2. game::MenuPartsReviveColony6Util::getRevivalNextLvRequireMaterial
material3 uint16 Item ID 3. game::MenuPartsReviveColony6Util::getRevivalNextLvRequireMaterial
number3 uint16 Number of items 3. game::MenuPartsReviveColony6Util::getRevivalNextLvRequireMaterial
material4 uint16 Item ID 4. game::MenuPartsReviveColony6Util::getRevivalNextLvRequireMaterial
number4 uint16 Number of items 4. game::MenuPartsReviveColony6Util::getRevivalNextLvRequireMaterial
material5 uint16 Item ID 5. game::MenuPartsReviveColony6Util::getRevivalNextLvRequireMaterial
number5 uint16 Number of items 5. game::MenuPartsReviveColony6Util::getRevivalNextLvRequireMaterial

CL6_revivallist

Human Readable Name: Colony 6 - Revival List

Unknown where this is used/read - possibly unused.


CL6_rwdlist

Human Readable Name: Conly 6 - Reward List

Colony 6 restoration rewards.

Column Type Description Handled by
itemID uint16 Item ID. game::MenuPartsReviveColony6Util::getRewardItemIdLevelComplete

CL6_uplist

Human Readable Name: Colony 6 - Up List

Colony 6 restoration upgrade parameters (camera, etc).

TODO game::MenuPartsReviveColony6PerformLevelUpAction::setupPerformance/game::MenuPartsReviveColony6Util::incrementRevivalLevel


System

SYS_filelist

Human Readable Name: System - File List

Table of files. Used by:

Column Type Description Handled by
filename string File Name. game::MenuGameDataMap::getMapCaptureImageFileName, game::MenuGameDataNpc::getFaceTextureFileName, game::MenuGameDataMap::getMapFloorImageName

SYS_filelist_ex

Human Readable Name: System - File List Ex

Table of extra files. Used by:

Some ids are hardcoded for use.

Column Type Description Handled by
file_id uint16 Appears unused.
res_image_idx uint16 Appears unused.
icon_idx uint8 Layer Icon Index. Too many.

SYS_iconlist

Human Readable Name: System - Icon List

Possibly Unused.

Column Type Description Handled by
filename1 uint16 Appears unused.
filename2 uint16 Appears unused.

SYS_viblist

Human Readable Name: System - Vibration List

Handles vibration. Many IDs are hardcoded depending on the situation.

Column Type Description Handled by
vibid uint16 Vibration ID game::GameVib::playVibration
gainLow float Low Gain game::GameVib::playVibration
pitchLow float Low Pitch game::GameVib::playVibration
gainHigh float Gain High game::GameVib::playVibration
pitchHigh float Pitch High game::GameVib::playVibration
speed float Speed game::GameVib::playVibration