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glossary:glossary [2025/02/25 02:11] adminglossary:glossary [2025/02/26 23:58] (current) admin
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 | Action button | An in-game text prompt to interact with some object. This may come from emevd waiting to interact with some specific region/object, or built in with ObjActs. In DS3 onwards there is a param for it. Alternatively, such prompts can be created with a combination of ESD and params, when there is dialogue/menuing involved after the prompt.| | Action button | An in-game text prompt to interact with some object. This may come from emevd waiting to interact with some specific region/object, or built in with ObjActs. In DS3 onwards there is a param for it. Alternatively, such prompts can be created with a combination of ESD and params, when there is dialogue/menuing involved after the prompt.|
 | Animation | mesh or skeleton positions for game entities, with frame-keyed events added with TAE annotations. All animations have unique ids, and may be layered on top of each other, as managed by behavior files. Examples include sitting at a bonfire, using a weapon R1 attack, taking damage, rolling, a door being opened, and an elevator moving.| | Animation | mesh or skeleton positions for game entities, with frame-keyed events added with TAE annotations. All animations have unique ids, and may be layered on top of each other, as managed by behavior files. Examples include sitting at a bonfire, using a weapon R1 attack, taking damage, rolling, a door being opened, and an elevator moving.|
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 | BDT/BHD | these are like 'roms' which are archives of all game data, compressed and sometimes encrypted. UXM and UDSFM can be used to dump their contents. | | BDT/BHD | these are like 'roms' which are archives of all game data, compressed and sometimes encrypted. UXM and UDSFM can be used to dump their contents. |
 | Behavior | in params and TAE, data associated with some action and its effects, such as speffects, stamina cost, and various state changes. These can apply for any attack (ref type 0) or bullet (ref type 1). Another definition - there are also Havok behavior files, which manage animations and state transitions for characters. | | Behavior | in params and TAE, data associated with some action and its effects, such as speffects, stamina cost, and various state changes. These can apply for any attack (ref type 0) or bullet (ref type 1). Another definition - there are also Havok behavior files, which manage animations and state transitions for characters. |
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 | Character (chr) | identifier used for the player (c0000) and NPCs, including enemies. Character data is present in several formats and locations. This includes models, textures, animations, behavior, AI, dialogue, and some SFX/SE which are associated with the chr directly.| | Character (chr) | identifier used for the player (c0000) and NPCs, including enemies. Character data is present in several formats and locations. This includes models, textures, animations, behavior, AI, dialogue, and some SFX/SE which are associated with the chr directly.|
 | Character (human) | in Soulsborne games, CharaInitParam and related params define character loadouts on c0000 models. This includes both starting classes and world NPCs. Specific characters and NPCs will also have face params.| | Character (human) | in Soulsborne games, CharaInitParam and related params define character loadouts on c0000 models. This includes both starting classes and world NPCs. Specific characters and NPCs will also have face params.|
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 | DCX | a compression format used by most souls files. In Sekiro, this uses an external library called Oodle. It can be unpacked with WitchyBND.| | DCX | a compression format used by most souls files. In Sekiro, this uses an external library called Oodle. It can be unpacked with WitchyBND.|
 | Debug menu | an in-game menu which can be used to interact with game structures at a lower level. Usually only present in alpha builds of games, although some functionality may exist as unused code in the shipped game. | | Debug menu | an in-game menu which can be used to interact with game structures at a lower level. Usually only present in alpha builds of games, although some functionality may exist as unused code in the shipped game. |
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 | [[format:emevd|EMEVD]] | Event scripting format used from DS1 onwards, probably the compiled bytecode from some unknown higher-level language. It is responsible for most instances of objects or enemies conditionally appearing or not, and changes in the world based on player actions and hitting triggers, and handling of boss fights and some special item drops, and so on. Editing these scripts is one of the most valuable tools for making mods which significantly change game progression. This format consists of a list of events, each of which contains a list of bytecode-encoded instructions, which range from general procedural tools (initializing other events, boolean operators) to very specific (give item, check if player holding a light source). There is one common emevd script which is continually running while the game is loaded, and per-map emevds which run while those specific maps are loaded. Watch HotPocketRemix's event scripting Youtube [[https://www.youtube.com/channel/UC5vltJ8N-TN-J4yaHJigi7w|tutorial]] to get started. Note that DS2 uses ESD instead for events. | | [[format:emevd|EMEVD]] | Event scripting format used from DS1 onwards, probably the compiled bytecode from some unknown higher-level language. It is responsible for most instances of objects or enemies conditionally appearing or not, and changes in the world based on player actions and hitting triggers, and handling of boss fights and some special item drops, and so on. Editing these scripts is one of the most valuable tools for making mods which significantly change game progression. This format consists of a list of events, each of which contains a list of bytecode-encoded instructions, which range from general procedural tools (initializing other events, boolean operators) to very specific (give item, check if player holding a light source). There is one common emevd script which is continually running while the game is loaded, and per-map emevds which run while those specific maps are loaded. Watch HotPocketRemix's event scripting Youtube [[https://www.youtube.com/channel/UC5vltJ8N-TN-J4yaHJigi7w|tutorial]] to get started. Note that DS2 uses ESD instead for events. |
 | Entity group id | a secondary entity id which can be used to manage multiple entities at once, in emevd instructions which support that (not in DS1).| | Entity group id | a secondary entity id which can be used to manage multiple entities at once, in emevd instructions which support that (not in DS1).|
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 | FLVER | Proprietary format used for rendering data. It defines model meshes, skeletons, and links to materials and textures. Can be converted to/from the more blender/max friendly FBX format with custom tools.| | FLVER | Proprietary format used for rendering data. It defines model meshes, skeletons, and links to materials and textures. Can be converted to/from the more blender/max friendly FBX format with custom tools.|
 | [[format:fmg|FMG]] | Used for text data. String text is keyed by integer IDs.| | [[format:fmg|FMG]] | Used for text data. String text is keyed by integer IDs.|
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 | GParam | Graphics param. Config format for per-map draw params from DS2 onwards. Format differs from standard params.| | GParam | Graphics param. Config format for per-map draw params from DS2 onwards. Format differs from standard params.|
 | GFX | An animation file that contains vector and raster graphics in a format similar to the .SWF file format. Can be edited with JPEXS Flash Decompiler. | | GFX | An animation file that contains vector and raster graphics in a format similar to the .SWF file format. Can be edited with JPEXS Flash Decompiler. |
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 | Havok | A behavior system used to control all character animations. Uses hkx behavior files and hks Havok script files. Used in DS3, BB, and Sekiro. Also used in DS2 cutscenes (at least).| | Havok | A behavior system used to control all character animations. Uses hkx behavior files and hks Havok script files. Used in DS3, BB, and Sekiro. Also used in DS2 cutscenes (at least).|
  
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 | Item | Items are anything that can be in the player's inventory. The four main categories are weapons (skills and prosthetics in Sekiro), armor/protectors, rings/accessories (runes in Bloodborne), and goods (key items/consumables/other). Each category has a param defining each item and how it can be used, which are typically stored in params ending in "EquipParam". Items are referred to by type and id in EMEVD, ESD, item lots, and shop params. Each item type has a corresponding FMG for the name, short description, and full description by item id. Later games can have a 4th text category. Item textures are also keyed by item ids.| | Item | Items are anything that can be in the player's inventory. The four main categories are weapons (skills and prosthetics in Sekiro), armor/protectors, rings/accessories (runes in Bloodborne), and goods (key items/consumables/other). Each category has a param defining each item and how it can be used, which are typically stored in params ending in "EquipParam". Items are referred to by type and id in EMEVD, ESD, item lots, and shop params. Each item type has a corresponding FMG for the name, short description, and full description by item id. Later games can have a 4th text category. Item textures are also keyed by item ids.|
 | Item Lot | an item or group of items that can be granted to the player. | | Item Lot | an item or group of items that can be granted to the player. |
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 | Jump table (TAE) | a group of parameter-less commands in TAE used with event types 001 or 307 | | Jump table (TAE) | a group of parameter-less commands in TAE used with event types 001 or 307 |
  
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 | lua | Scripting language used for AI (in the {{script}} directory), and for events in DeS and parts of DS1. | | lua | Scripting language used for AI (in the {{script}} directory), and for events in DeS and parts of DS1. |
  
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 | Map | See the entry for MSB below. | | Map | See the entry for MSB below. |
 | Map piece | Also known as a map part. Not to be confused with parts. These usually have several LOD (level of detail) models and may not have physics by themselves, instead using an invisible collision to serve as a floor/wall/etc.| | Map piece | Also known as a map part. Not to be confused with parts. These usually have several LOD (level of detail) models and may not have physics by themselves, instead using an invisible collision to serve as a floor/wall/etc.|
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 | Navmesh | data about how enemies can navigate within and between collisions, baked on top of the collision data.| | Navmesh | data about how enemies can navigate within and between collisions, baked on top of the collision data.|
 | NPC | data for any chr in the game, enemies or otherwise, including HP, defense, size, and item lot drops. Copies of an enemy may have the same NPC param id.| | NPC | data for any chr in the game, enemies or otherwise, including HP, defense, size, and item lot drops. Copies of an enemy may have the same NPC param id.|
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 | ObjAct | a persistent change of object state, based on player interaction. For instance, opening doors and using levers.| | ObjAct | a persistent change of object state, based on player interaction. For instance, opening doors and using levers.|
 | Object | usually static entities in a map which are not hardcoded map parts, named like o000500. Some of these can be destroyed in certain circumstances, as defined in object params. Emevd can be used to activate/deactive objects and show animations/change states not already handled with with ObjActs.| | Object | usually static entities in a map which are not hardcoded map parts, named like o000500. Some of these can be destroyed in certain circumstances, as defined in object params. Emevd can be used to activate/deactive objects and show animations/change states not already handled with with ObjActs.|
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 | Params | usually refers to game params, which determine the behavior and properties of many integer-keyed game objects and mechanisms. Can be edited with Dark Souls Map Studio (recommended) or ParamVessel.| | Params | usually refers to game params, which determine the behavior and properties of many integer-keyed game objects and mechanisms. Can be edited with Dark Souls Map Studio (recommended) or ParamVessel.|
 | Parrying | Info about how the parry mechanic works depending on game. | | Parrying | Info about how the parry mechanic works depending on game. |
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 | QWC | Refers to systems that utilize world tendency, mainly used in DeS. DS1 uses it for the Gravelord Servant covenant. For DS3, outdated param editors refer to QWC in ShopLineupParam as the flag that unlocks the item, but this is incorrectly labelled.| | QWC | Refers to systems that utilize world tendency, mainly used in DeS. DS1 uses it for the Gravelord Servant covenant. For DS3, outdated param editors refer to QWC in ShopLineupParam as the flag that unlocks the item, but this is incorrectly labelled.|
  
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 | Region (MSB) | Internally called points. Regions in MSB data used for a large variety of purposes, such as spawning SFX and SE, checking player and enemy positions, playing music, warping characters, and much more. Regions can a variety of different shapes, and newer games allow compositing several regions together.| | Region (MSB) | Internally called points. Regions in MSB data used for a large variety of purposes, such as spawning SFX and SE, checking player and enemy positions, playing music, warping characters, and much more. Regions can a variety of different shapes, and newer games allow compositing several regions together.|
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 | Remo | Rendered movies. Cutscenes rendered in real-time. Used in DeS, DS1, DS2, DS3, BB.| | Remo | Rendered movies. Cutscenes rendered in real-time. Used in DeS, DS1, DS2, DS3, BB.|
  
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 | Shop | List of items which can be purchased from an NPC. Shop params define an id per sell slot, and shop menus can be opened for all params in some range with an ESD command. Items are only eligible for shops if the game considers them purchasable by the player - generally when the item's param entry has a default buy price. Shop lineups can have prices overriding the default and event flags for when the item shows up in the shop. The lineup also includes the quantity being sold: -1 for infinite items, or the quantity plus an event flag otherwise. | | Shop | List of items which can be purchased from an NPC. Shop params define an id per sell slot, and shop menus can be opened for all params in some range with an ESD command. Items are only eligible for shops if the game considers them purchasable by the player - generally when the item's param entry has a default buy price. Shop lineups can have prices overriding the default and event flags for when the item shows up in the shop. The lineup also includes the quantity being sold: -1 for infinite items, or the quantity plus an event flag otherwise. |
 | Shop event flags | there are up to two of these per shop slot: to track whether a fixed-quantity shop item has been sold, in all games, and for items conditionally showing up in shops based on the event flag in BB onwards. Visibility flags are used quite heavily in DS3, where all items are in the Handmaid's shop from the start but only show up depending on which ashes you hand in. It's also used for tomes/scrolls for the other NPCs. The quantity event flag is the base of an event value storing how many items have been sold - on/off in the case of quantity of 1. | | Shop event flags | there are up to two of these per shop slot: to track whether a fixed-quantity shop item has been sold, in all games, and for items conditionally showing up in shops based on the event flag in BB onwards. Visibility flags are used quite heavily in DS3, where all items are in the Handmaid's shop from the start but only show up depending on which ashes you hand in. It's also used for tomes/scrolls for the other NPCs. The quantity event flag is the base of an event value storing how many items have been sold - on/off in the case of quantity of 1. |
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 | [[format:tae|TAE]] | Time Act Events. Events are defined during animation frames and can do many things such as sounds, SFX, attacks, invincibility, and more.| | [[format:tae|TAE]] | Time Act Events. Events are defined during animation frames and can do many things such as sounds, SFX, attacks, invincibility, and more.|
 | Talk | Spoken dialog and associated subtitles. Dialog Talk IDs are defined in talk param, which includes a reference to an FMG text id and to an FSB audio id. These talk IDs are referenced in TalkESD files.| | Talk | Spoken dialog and associated subtitles. Dialog Talk IDs are defined in talk param, which includes a reference to an FMG text id and to an FSB audio id. These talk IDs are referenced in TalkESD files.|
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 | Unstable collision | Unofficial term for a collision which doesn't save position. If you quit out on them, the game will restore you to wherever you were before stepping on the unstable collision. If there is no such location, you will be sent to that map's (or the previous map's) default spawn point. This is implemented conditionally for some collisions through event flags. In DS1, collisions becoming stable after event flag x will have play region id -(x+10). In later games, this event flag is explicitly defined in play region param. | | Unstable collision | Unofficial term for a collision which doesn't save position. If you quit out on them, the game will restore you to wherever you were before stepping on the unstable collision. If there is no such location, you will be sent to that map's (or the previous map's) default spawn point. This is implemented conditionally for some collisions through event flags. In DS1, collisions becoming stable after event flag x will have play region id -(x+10). In later games, this event flag is explicitly defined in play region param. |
  
 ===== V ===== ===== V =====
  
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 | VFX | Not to be confused with FFX/SFX. Refers to SpEffectVfxParam, which may be used to produce FFX/SFX, sound effects, and other misc visual effects.| | VFX | Not to be confused with FFX/SFX. Refers to SpEffectVfxParam, which may be used to produce FFX/SFX, sound effects, and other misc visual effects.|
  
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 | World tendency | See QWC.| | World tendency | See QWC.|
  
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