TO:R Data Map

Glossary

Source
docs/glossary.md
SHA-256
664773f5…b4663042

Every term the docs, data and code use for the game's data, once: what it means, and where its name comes from (Names). Other names are the game's other word for the same thing, where it has two, and what the reference tools call it, so it can be searched for; they're never used in our docs. Terms are added only once the owner has approved them (R31: decisions (plan/R31-names.md#decisions-for-the-owner) approved 2026-10-11).

Term Meaning Name from Other names
accuracy The chance an action hits; accuracy_data (#18) computes it. English text: "accuracy" (98 rows), "MELEE ACCURACY". English "Chance to Hit" (2 rows); Gibbed "hit rate"; Nightmare "Percentage if Set?"
action What a unit does on its turn, and the struct the formulas are given. English text ("…chance an action will succeed", SELECTHELP_LC_SHTXT_9285_TEXT). —
action flag A bit of an action, tested by status_data removed_by_action_flag_*. Ours, 0x1404c9f10. —
affinity A unit's own element. English text. —
AI param AI param n: the s16 at 2 × n of the AI's working copy of an ai_param_data row, which AI scripts change and the move and action scores weigh with. Ours, 0x1402f5470, 0x1403ce0f0. —
AI route A run of ai_route_data tile corners, ended by −1, along which a unit's tiles are marked; ai_param_data route_id picks its first row. Ours, 0x1403bbb40. —
AI script A run of ai_script_data rows, from the row ai_script_index gives to the first with script_end, run as a state machine; entry_unit ai_script_id and ai_param_data script_id pick one. Ours, 0x1403cdb80; Gibbed's file-table names ai_script_index, ai_script_data. —
AI script state The state an AI script's rows belong to, kept per unit at +0x1E2/+0x1E4. Ours, 0x1403cdb80. —
AI score How the AI weighs an item (ai_score). Ours, 0x1403ca000. Gibbed "AI cost"
alpha A drawn colour's opacity, 0–255. Ours, the usual graphics word (drop_item_shadow_data, 0x140476c80). —
alignment Lawful, neutral or chaotic. TAG_LC_TAG_NAME_ALIGNMENT_CAPTION_NAME. —
animation A SAS3 animation a unit or object plays. English text ("the default animation will display"); class PERFORM_ANIM. "motion" (our old native names); Gibbed Animation
animation set One SAS3: a unit's animations. unit_animation_sets holds 25, and class_data animation_set_id picks one. Ours (0x1402d9ca0, 0x1403ee2f0). Gibbed unit_animations
arcana Spell scrolls, item category 34. COMMAND_LC_COMMAND_NAME_SCROLL_NAME. Nightmare "Spells"
area The size of an action's affected area. STSPRM_AREA "Area". Gibbed "spread"
arms Equipment: weapons, shields, armour and jewelry (arms_data). Keys ARMSTEXT_; class OrganizeStatusEquipArms. Nightmare "Equipment"
attack team The units the player takes into a battle. Classes AttackTeamTop, AttackTeamList; English "assemble your attack team". "sortie"
attack type Crushing, slashing or piercing. English text: "The three attack types are CRUSHING, PIERCING, and SLASHING" (GUIDEOPE_0021), "the three attack types" (TYPE_ATDEF01_DEF); icon org_icon00_attack_type_%04d_00. English "type of damage" (1 row); Gibbed "damage affinity"; Nightmare "Physical Damage Type"
auction The shop's monster sale. Class AuctionSequence; COMMAND_LC_COMMAND_NAME_SHOP04_NAME "Auction". —
bank A sabf or mabf loaded into sead. Class SQEX::Sd::Driver::Bank. vgmstream "sab", "mab"
battle camera The battle's camera object, at battle manager +0x30; camera_tuning_values sets it up. Ours, 0x140397ca0. —
battle task A bonus task's objective: its task kind, parameters and text, a battle_task_data row. Keys BATTLETASK_LC_BTL_TSK<nnnn>_NAME. —
base point A location's marker on the world map or a minimap, where routes end; not the location itself. Classes WorldmapBasePointObject (built by 0x14031a4a0) and MinimapBasePointObject (built by 0x14031a1a0) (RTTI). —
bg A map file in Data/bg/. Bg\BgManager.cpp; folder bg/. Gibbed "map"
bg animation A bg's tracks with one ID, started when the bg is set up (bg_data bg_animation_id, bg_animation_rule). Not a SAS3 animation. Ours, 0x1402bd840, 0x140383570; "bg" is the game's word, "animation" a guess for what a track is. —
bonus task A battle's optional objective with a reward; up to 10 per battle, drawn from bonus_task_data as bonus_task_candidate_data rows. Class BattleJobs::TurnEndBonusTaskUpdateJob; English "Bonus Objectives" (TAG_LC_TAG_NAME_TCS_BONUSTASK_NAME). English "bonus objective"
buff, debuff A status with is_buff or is_debuff set. English text ("buffs and debuffs"). "positive", "negative"
buff card A card a unit picks up in battle (up to 5 held). Classes PickupBuffCardJob, OrganizeStatusBuffCardList; keys BUFFCARDTEXT_; English "buff card". English "battle card"; Gibbed "Magic Card"
category effect_data's 0x02 grouping: a spell's category, or a finishing move's weapon category. Keys …SCRCATnn…, …WPNCATnn…. Nightmare "Type", "Finisher Type"
Catiua Character 3 (unit template 3, also 42); character creation sets her element from a tarot answer (tarot_question_data catiua_element). English text (CHARACTER_NAME_LC_CHRNAME_003_NAME "Catiua"). —
chapter file event/chapter/chapter_*.dat, holding a chapter's story flow. Game folder and file names. Gibbed "screenplay file"
Chariot Tarot The record of a battle's turns, and going back to one. English text (COMMAND_LC_COMMAND_NAME_FORTUNE_RING_NAME "Chariot Tarot"). Code word FortuneRing (battle/fortuneringmanager.cpp)
charm An item used on a unit for a lasting change (charm_type). Class OrganizeCharm; TCS_UNITCOM_CHARM. —
chart node A node of the Warren Report chart, the story flowchart: a wr_chart_nodes row, which a list row's chart_node names. Ours: the chart code (ChartCommon.cpp; 0x14048b2a0, 0x140489b10) indexes the table by node. —
chunk A tagged or typed part of a font package, an EFX0011 file, a sead bank or the sead config. Classes SabFile::SoundChunk, ConfigFile::CategoryChunk, …. vgmstream "section"
clan Walister, Galgastan, Bakram and the story's other peoples: a unit's clan. English story text ("two clans … the Galgastani and the Walister", SEQTEXTDATA_C1FIRST019_TEXT); keys TCSAT_FLT_RCE, WR_OTHER_RACE. The keys and menus say "race"; Gibbed clan; Nightmare "Clan"
class A unit's job: a class_data row. Keys CLASS_TEXT_DATA_; classes OrganizeClassList, OrganizeClassChange. —
clut A colour table for an indexed image. ClutResourceProxy.cpp; class bl::gfx::TextureClut. palette; Gibbed Palette; Nightmare "Color Palette"
codec A sead material's audio encoding (Pcm, ADPCM, HCA, …). Ours: our "format" is a file format. sead's word "format" (no support format!!! %s)
commodity An item that isn't arms (item IDs 1000–1999). Keys COMMODITYTEXT_. English "item", "Sundries"; Nightmare "Item"
condition A task instruction (opcodes 48–86) that sets the runner's result. Ours, from the handlers. Gibbed "invocation instruction"
craft Making items in a shop, from a recipe and materials. English text "Craft" (COMMAND_LC_COMMAND_NAME_SHOP07_NAME; 154 rows). Code word "blend" (ShopBlend*, ItemBlendSequence)
day The day of the in-game month, 1–25, kept in the save at +0x3190. Ours (0x1402c7e70); keys …_DAY…. "save counter"
Deneb Character 13, owner of shop 16. English text (CHARACTER_NAME_LC_CHRNAME_013_NAME "The Wicce Deneb"). Game identifiers "denev"
dialogue A system dialogue text (DIALOGUE_LC_SYSTEM_DIALOGUE_…), or event_data #5–#7's lines. Key prefixes DIALOGUE, D_DIALOGUE. Gibbed "battle lines", shop_dialogue
Donnalto Character 16, Abuna Donnalto (unit template 16); character creation sets his element from a tarot answer (tarot_question_data donnalto_element). English text (CHARACTER_NAME_LC_CHRNAME_016_NAME "Abuna Donnalto"). —
drop An item a defeated unit leaves. Classes DROP_ITEM, DropItemMenu. Nightmare "Enemy Drop"
effect One effect_data row: a spell, finishing move, skill or item effect. A visual effect is a vfx. Keys EFFECTTEXT_LC_EFFECT_. Nightmare "Spell"
effect kind The code in an effect slot that picks what the slot does. Ours, 0x140449310. —
effect slot One of an effect's three 26-byte parts, run in order. Ours, 0x140451230. Nightmare "Effect 1/2"
element Air, earth, lightning, water, fire, ice, light, dark (1–8). COMMAND_LC_COMMAND_INFO_01–09 is the magic category list (… Divine, Dark, Draconic), not this. English "ELEMENT"; effect help texts joined to effect_data element[0] (7 ↔ "LIGHT"); status names "Light-touched", "Light Attuned", "Light Averse". Gibbed "wind" for air
English voices The voice language set to English; english_ names what applies then, en_/ja_ a field per voice language. Ours; the voice folders sound/bin/en/, ja/. —
entry One item of a pakd, and only that: the file table, ARC and sound banks have their own words. Ours. —
entry path A table's game path, #, and its pakd entry index, / between nested ones (#75/3). Ours. —
entry unit A unit row placed in a battle; the files entry_unit_NNN.dat. Game file names; Battle\Entry.cpp. Gibbed "battle entry unit"
eq, ne, lt, gt, le, ge At the end of a value name: the value is compared equal, not equal, less than, greater than, at most, at least (turn_count_ge). Ours, the comparisons of 0x1403ccda0. —
equip, equip bit, equip mask What a unit wears; which classes may wear an item. Keys SHTXT_EQUIP_PARTnn; class OrganizeEquipSelectDialog. Gibbed "required class set"
equipment slot One of a unit's 7 equipment places, 0–6. Ours, 0x140331ed0. Gibbed slot names (weapon, shield, …)
event data event/event_data.dat and its loader. Event\EventData.cpp. —
event script The compiled bytecode format of event modules. Ours, with the source folder Event\. Gibbed ScriptFile
excess experience Experience units at the level cap can't take, pooled and turned into Experience Charms (experience_charm_data). English "excess experience points" (RESULT3_EXPCHARM). —
expression A task instruction (opcodes 96–113) that combines the conditions after it. Ours, 0x140359f90. Gibbed LogicalExpression
face A unit's portrait picture. Unit\Face.cpp; com_unit_face_%s_%02d. "portrait"
Felicia Character 135, Sibyl Felicia (unit template 135); character creation sets her element from a tarot answer (tarot_question_data felicia_element). English text (CHARACTER_NAME_LC_CHRNAME_135_NAME "Sibyl Felicia"). —
field element The battlefield's element. Key word FIELD. Gibbed "map element"
file ID The second ID a file is opened by, unique within its group. 0x1402af860. Gibbed FileId
file record The file table's per-file record a range points at. 0x1402b1350. Gibbed FileHeader
file table Data/FileTable.bin as a whole, and the code that reads it. FileTable.bin; File\FileTable.cpp. —
finishing move An effect with icon_kind 3 (weapon categories 22–43), learned by weapon skill. English text "Finishing Moves" (49 rows). Code word "finisher" (COMMAND_LC_COMMAND_NAME_FINISHER_NAME, OrganizeStatusEquipFinisher)
flag Never alone: game flag, sound flag, unit flag, action flag or system save flag; <what>_flags for a field of yes/no bits. — —
formula An attacker/defender row pair of hp_damage, hp_restore, mp_damage or accuracy_data. Ours. Gibbed comment "formula"
game file A file under Data/. Ours. —
game flag One bit of the 128-bit array at 0x140D52540 (the game variable store +0x4A0); story scripts set them (task opcode 2, set_game_flag), and bits from 0x1E up mark each unit in a battle. Ours, to pair with game variable. Gibbed "local flag"
game variable A numbered value, a bit to a u16 wide, read through its definition table (0x1402cdbd0). Ours (native 90). Gibbed "global flag"
gender Male or female. English text "gender". Key word SEX (SEX01_MALE)
group A file-table group: the first of the two IDs a file is opened by, and its group record. 0x1402af860, 0x1402b1350. Gibbed "directory"
guest A unit that fights with the party for a time. {icon_guest}; keys GUESTMENU_. —
help An item's, effect's or class's description text, key …_HELP. Key suffix _HELP; English "Help". Gibbed, Nightmare "description"
hero The player's lead character. Key MODAL_LC_SYSTEM_MESNAME_HERO_TEXT. —
hire Getting new units at a shop. English text "Hire" (COMMAND_LC_COMMAND_NAME_SHOP03_NAME). Code word "employ" (EmployMenuSequence)
HP bar A unit's HP gauge, coloured by a blend between an empty and a full colour (union_color_data). Class PopUpBarWindow; English "HP". —
invk The story conditions format: sections of children, each a u16 ID and a condition. Magic INVK. Gibbed "invocation"
item Arms or a commodity, by item ID. WR_ACHIEVE_ITEM "Items" counts both. —
item category An item_category_data row. Keys ITMCATnn. Nightmare "Weapon Type"
key 1, key 2 RotXor's two XOR word arrays, numbered in the order they're applied. 0x1401a2cf0. Gibbed Table2, Table3
key prefix The part of a text key before its first _LC_ or number, shared by a text table. Ours. —
key-config icon An icon the key-config code shows for a key or button (key_icon_data, key_config_icon_data). Ours, from the source file System\KeyConfigIconUtil.cpp (0x1402d7990, 0x1402d7c60, 0x1402d7e90). —
kind Never alone: unwrap kind, unit kind, record kind, effect kind, icon kind. — —
leader An enemy leader unit. {icon_leader}. —
level cap The highest level the party's units can reach: game variable 0x882, kept to 1–50 (0x1402cde30). English "Level Cap" (TAG_LC_TAG_NAME_RESULT_LEVELCAP_NAME). —
level sync Lowering units and items to a battle's level. English "level sync"; levelsync_%04d_00. —
Libra The library that reads and plays EFX0011 vfx. Libra\TsMalloc.cpp. —
list position A Warren Report list row's place in its menu list, from 1; 0 keeps the row out (list_position of wr_chara_list and other lists). Ours, 0x14048b7f0 and 0x14048b540, which sort the rows by it. —
loyalty A unit's loyalty. Keys LOYALTY_. —
magic A spell a unit has equipped (equip_magic_id). Class OrganizeStatusEquipMagic. Nightmare "Spell"
magic (bytes) A format's leading identifying bytes (pakd, xlce), and an entry's first 4 bytes. Ours. "kind", "FourCC"
member The one file in a game file's ZIP. Ours. APPNOTE "file"
message ID table × 1000 + row into menu_data.dat#0–#19. Ours, 0x1402bc2a0. Gibbed "menu string"
message window A dialogue box. Class MessageWindow. —
minimap A small map the world map screen opens instead of the world map while its game variable is set: a minimap_data row and its worldmap/MMAP<mm><vv>.dat files. Classes MinimapBasePointObject, MinimapMenu (RTTI). —
minimap variant Which version of a minimap opens: the value of its game variable, the vv in MMAP<mm><vv>.dat, and its group of minimap_variant_data rows. Ours, 0x1404266d0. —
month The in-game month, 1–15 a year: byte 6 of the date kept at +0x3190. Ours, 0x140321690. —
move type A move_type_data row. English "MOVE TYPE". —
music Background music (taco_BGMnn.sab). English text "Music" (34 rows; "BGM" never). Code word "BGM" (BUS BGM); Gibbed bgm_*
name map The map from a voice line's name to its row that 0x140285c90 builds per voice language. Ours, 0x140285c90. —
native An entry of the table the script VM's call opcodes dispatch through. VM usage for a host function; the code shows host handlers. Gibbed
neighbours The chart points next to a chart point of the Warren Report chart, one per direction (bit 15 marks left or back): wr_chart_layout's neighbours, guess. Ours, from the data (owner approved 2026-10-15). —
nested pack A pakd that is an entry of a pakd. Ours. —
obfuscation What RotXor does: it hides the data, it doesn't encrypt it. Ours. Gibbed "crypt"
object file, object pack file A file in object/; a pakd in object/. Folder object/. Gibbed "actor"
order name The name the player gives their order, inserted by text code 0x94. English text ("the Order of {order_name}"). Gibbed InsertOrderName
order titles The ORDER_ text table: titles such as "Hero of Golyat". Key prefix ORDER_. Gibbed title_text
owner Which shop owner (animation, name and voices) a shop uses. Files menu/sequence/shop_owner_*.dat. "mode"
pack A pakd archive, as a payload or nested in an entry. ZIP member names pack. Gibbed PackFile
padding Bytes that only align what follows; padding_<offset> for alignment padding inside a row. Ours. —
pakd The game's archive format. Magic. —
party The player's units and items, kept between battles. English text "party" (247 rows). Code word "army" (battle/army.cpp); Gibbed "roster"
path records The file table's paths and sizes. 0x1402b1340. Gibbed "external table"
payload What's left of a game file once its wrapping is removed. Ours. —
pgrs The story-flow table, entry 0 of each chapter file. Magic PGRS. Gibbed screenplay_progress
picture The image a Warren Report text window shows with a list row (picture_id), still or played frame by frame (wr_picture_frames_0). Ours, 0x140488f60, 0x1404f9040. —
placement mode How an entry unit row is placed: 1 in row order, 2 by weighted random, 0 never on its own. Ours, 0x1402f0ca0. "spawn mode"
played sound flag The sound flag set when a title-call group plays, cleared once every available group has played. Ours, 0x14032b5c0. —
plays first, plays after reset The title-call group played first, and the one played right after the played sound flags are cleared. Ours, 0x14032b5c0. —
range A run of consecutive file IDs in one file-table group, and its range record. 0x1402b1350. Gibbed "batch"
rank A skill's level. TAG_LC_TAG_TCS_ORG_STSPRM_RANK_NAME. —
reaction What a unit does in answer to an attack (PERFORM_REACTION). Class PERFORM_REACTION. —
record An ARC item, and a file-table item (name, group, range, file and path records). Ours. Gibbed "entry"
recruit Bringing an enemy unit over (effects 531–539). English text "Recruit". —
relic An arms item with a relic_param_data row: each copy rolls its own stat bonuses below caps, and two can be combined to upgrade them. English "Relics", "Upgrade Relics". —
revision One version, 0–15, of a character's Warren Report people entry; the last one in force is shown (wr_chara_list revision). Ours, 0x140488770, 0x140489830. —
reward, reward kind, reward rule What a met bonus task gives (bonus_task_reward_data): its kind, an item or experience, and its rule, when the second reward is given instead (met before, or the item already held). Ours, 0x14034ed60. —
RotXor The rotate-and-XOR obfuscation of .dat files. Ours, 0x1401a2cf0; the game has no name for it. Gibbed "BogoCrypt"
row One fixed-size record of a table. Ours. —
row_id A field that holds its row's own number and isn't read by code. Ours. tier, counter_value
RT Recovery time: how long a unit waits after acting. English text "RT (Recovery Time)". Code word WT (WtUnitJob, STSPRM_WT)
Sara Character 133, The Bowmaid Sara (unit template 133); character creation sets her element from a tarot answer (tarot_question_data sara_element). English text (CHARACTER_NAME_LC_CHRNAME_133_NAME "The Bowmaid Sara"). —
scene, scene file One event; the file event/scene/C<n>_ST_<nnn>.dat that holds it. Folder event/scene/. Gibbed "stage"
script flag One of the 8 bits a unit keeps beside its AI script state (script ops 100–103). Ours, 0x1403cdb80. —
script VM The interpreter that runs event scripts. Ours. —
sead Square Enix's sound engine in the game. Log prefix [sead]. —
sead voice sead's playing source of one material. Class SQEX::Sd::Driver::Voice. —
set (items) Arms whose 3 or more worn pieces grant a skill. Ours, 0x140447c50. Nightmare "Item Set"
set (vfx) One playable part of an EFX0011 file (chunk 0x600); c_all.efz holds many. Ours, 0x1404a4a70. "group"
shadow The square drawn flat on the ground under a unit (shadow_scale_data) or a dropped item (drop_item_shadow_data), fading as it rises. Ours, a guess from what 0x1403a2760 draws. —
shared AI flag A bit of byte +0x14 of the battle object, set and tested by every unit's AI scripts (script ops 300/301, conditions 1500/1501). Ours, 0x1403cdb80, 0x1403ccda0. —
shop The menu opened at a town: buy, sell, hire, craft, auction. Class ShopMenu. —
side Only attacker or defender. — —
situation The value a voice row must match for its line to play: 0–7 for scream lines, always 0 for damage lines (scream_voice_table_data, damage_voice_table_data). Ours, 0x140458b50. —
skill A skill_data row; an effect with icon_kind 2. Keys SKILLTEXT_. Gibbed "battle ability"
skill status A timed effect a skill gives a unit: a skill_status_data row; a unit holds up to 4 (+0x25E). Keys SKILLSTATUSTEXT_LC_STATUS_<nnn>. —
slot Never alone: equipment slot, effect slot, counter slot, tick slot. — —
sound bank slot One of the 32 slots a bank is loaded into (0x1401a9840). Ours, 0x1401a9840. —
sound effect A short sound played by sound ID from the banks in sound/bin/SECommon.dat. English text "sound effects" (LocalizeText_en-us.dat#39); file name SECommon. Code word "SE"
sound flag A bit of the 128-bit array sound.dat uses. Ours, 0x1402d6960. —
sound ID The number a sound effect is played by; sound_effect_bank_data maps it to a bank and a sound index. Ours, 0x140288850. —
speech A line a unit says when it flees (flight) or is defeated (death), a speech_text row. Keys SPEECH_LC_SPEECH_<nnn>_FLIGHT, _DEATH; class PERFORM_DEAD. Gibbed "battle death text"
spell An effect with icon_kind 1 (categories 1–13). icon_spell_%04d. —
stage A battle's battle_stage_data row. Class BattleResult::ClearStageSequence. —
start, growth A class stat's level-1 value, and its gain per level in tenths. Ours, 0x140352410. Nightmare "Bonus", "Base"
status A battle status and its status_data row. English text. Nightmare "Status Effects"
system save flag A bit of the 128-bit array at SystemSaveData +0x254. Class SystemSaveData. Gibbed SystemSaveFlag
table A pakd entry of fixed rows: xlce, txte, or one with its own header. Ours. —
task kind The code of a battle task that picks which check it runs (0x14034f2e0, 0x14034f430, 0x14034f520); its value names come from the tasks' English texts. Ours. —
task list A run of task instructions with a u16 ID, in a TASK entry. Magic TASK. Gibbed ScreenplayTask
team Which of the three teams a battle unit is on (unit +0x188). Ours (entry_unit team). "side"; Gibbed "faction"
text key A text row's key. Ours. Gibbed Id
text key swap Using one of a text key's three variants in its place, by a game setting; every text lookup checks text_key_swap first. Ours, 0x1402b95d0. —
text table One txte entry, named by its key prefix split into words (arms_text). Ours. —
tile One map square. English text ("A unit occupies this tile."). Gibbed "block"
title call A voice line from voice_TITLECALL/ that the game picks at random, e.g. on the title screen. Folder name voice_TITLECALL. —
title-call group A numbered group of title-call lines; one group plays per title call. Ours, 0x1402889c0. —
treasure An item hidden on a battle tile, given to the player's unit that steps on it (treasure_data). Class PickupTreasureJob. —
tribe The nine unit categories: human, beast, reptile, dragon, divine, umbra, faerie, phantom, golem. Keys TRIBE_ (the English "race" also names two other lists). English "race"; Nightmare "Race"
turn count A unit's count of its turns, byte +0x1DF, raised by 0x1403442e0; AI script conditions compare it. Ours, 0x1403442e0. —
txte The game's text table format. Magic. —
union The faction a unit belongs to; it picks portraits and cluts. Keys UNIONTEXT_; class OrganizeUnionName. English "allegiance"; Nightmare "Allegiance"
unit A battle character. Class Taco::Application::UNIT. Gibbed "character"
unit flag A bit of unit +0x18A, tested by status_data blocked_by_unit_flag_*. Ours. —
unit kind Man, Woman, Winged, Lizardman, … Golem: the COMMAND_…_RACE00–12 list. Ours (the keys and menus say "race"). "race"
unlock sound flag The sound flag that makes a title-call group available. Ours, 0x14032b5c0. —
unwrap kind How a game file is unwrapped: 1 RotXor and ZIP, 2 MLZ0. Last argument of 0x140295bc0. —
variant Which set of a vfx plays. Ours. —
version Only a header field the code checks like one (btx, ARC, sabf); otherwise the field is positional. — —
vfx A visual effect: a file in effect/ or a set of c_all.efz, and the code that plays it. Class Taco::Application::VfxJob. Folder effect/, "effect"; Nightmare "Effect Animation"
vfx ID The number that picks a vfx; 0x140311a40 turns it into a file ID. Ours. "effect ID"
voice file The .sab file holding one voice line's audio, sound/bin/{ja,en}/voice_*/<name>.sab, opened by its file ID in group 401 or 402. Folder names voice_*; 0x140286170. —
voice language The voice setting, Japanese (0) or English (1), apart from the text language: byte +0x2B of 0x140CE4E30; it picks group 401 or 402 and sound_ja.dat or sound_en.dat. Ours, 0x140288700, 0x140286170. —
voice line A spoken line's bank, under sound/bin/{ja,en}/voice_*. Folder names. —
Voltare Character 134, Sir Voltare (unit template 134); character creation sets his element from a tarot answer (tarot_question_data voltare_element). English text (CHARACTER_NAME_LC_CHRNAME_134_NAME "Sir Voltare"). —
Vyce Character 2 (unit template 2, also 41 and 70); character creation sets his element from a tarot answer (tarot_question_data vyce_element). English text (CHARACTER_NAME_LC_CHRNAME_002_NAME "Vyce"). —
Warren Report The in-game history menus. Folder WarrenReport. —
wave, amplitude, cosine, step, absolute A value that moves around its base: amplitude how far, speed how fast; cosine instead of sine, step snapped to −1, 0 or 1, absolute made non-negative (drop_item_shadow_data). Ours, 0x140477ea0. —
weather level A battle's weather, 1–5, at battle object +0x1A08; an event native and the weather_change_rate_data roll change it. Ours, 0x140321690. —
weight A row's relative chance of being picked at random within its group (ja_weight, en_weight). Ours, 0x1402889c0. —
word, start word 4 bytes XORed with one key word; the first key word RotXor uses. 0x1401a2bf0. Gibbed seed
world-map location The value at 0x140D5263C. Ours. Gibbed "strongpoint"
wrapping The layers around a game file's payload (RotXor, ZIP, MLZ0); Wrap in code. Ours. —
xlce The game's table format, with the 4-byte magic xlce. Magic. Gibbed "ExportSheet"