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 - fromgame::DataUtil::getChapterFromMapId
game::DataUtil::getChapterFromMapId
takes FLD_maplist->resource using map id, returns 3rd and 4th digit
%02d
- "Location" - uint16 - fromgame::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
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
BTL_PSVlink¶
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 |
Menu Localization¶
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. |
Menu Handling¶
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. |
MNU_event_logo¶
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 forlandmarklist
- 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 againstBTL_skilllist
->attach -game::MenuGameDataItem::getAttach
- 10 =
filter_value
compared againstBTL_skilllist
->category -game::MenuGameDataItem::getCategory
- 11 =
filter_value
compared againstITM_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.
- 6 = MNU_ResourceCategory ID 4 or 5 depending on
image_type
being 1 or 2 =menu/image/
- 8 = MNU_ResourceCategory ID 1 =
menu/font/
- 9 = MNU_ResourceCategory ID 2 =
menu/font/
- 10 = MNU_ResourceCategory ID 10 =
menu/msproj/
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 |
MNU_TextLink_Mstxt¶
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 IDYY
- 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
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:
- ITM_itemlist->icon
- ITM_itemlist->icon_base
- pc_arts->icon
- pc_arts->icon_base
- nopon_arts->icon
- nopon_arts->icon_base
- BTL_enelist->mnu_vision_face
- BTL_bufflist->icon
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 |