Common Prefixes & Suffixes: Difference between revisions
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| arm || Weapon | | arm || Weapon | ||
|- | |- | ||
| auth || 'Authoring Mode' -- models or assets used in game cutscenes or heat actions | | auth || 'Authoring Mode' -- models or assets used in game cutscenes, or heat actions | ||
|- | |- | ||
| adv || 'Adventure' -- models or assets used in the game world | | adv || 'Adventure' -- models or assets used in the game world | ||
|- | |- | ||
| ci || Cabaret Island, internal name for the cabaret club minigame in Yakuza 0 | | ci || Cabaret Island, internal name for the cabaret club minigame in Yakuza 0, and is carried over to K2/JE | ||
|- | |- | ||
| hact || Heat Action | | hact || Heat Action | ||
Line 24: | Line 24: | ||
|- | |- | ||
| pxd || Internal name for all versions of the game engine from PS3 onward | | pxd || Internal name for all versions of the game engine from PS3 onward | ||
|- | |||
| ri || Resort Island; the internal name for Dondoko Island in Infinite Wealth | |||
|- | |||
| tex_auto_lod_cv || LOD textures used in DE 2.0 (properly utilised in Lost Judgment onward) | |||
|} | |} | ||
== Models / .gmd == | == Models / .gmd == | ||
=== General Prefixes & Suffixes === | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
Line 59: | Line 65: | ||
|- | |- | ||
| _hand / _arm / _darts || Hand used for the darts minigame | | _hand / _arm / _darts || Hand used for the darts minigame | ||
|- | |||
| hless || Homeless | |||
|- | |- | ||
| _juban || Garment worn under a kimono | | _juban || Garment worn under a kimono | ||
|- | |- | ||
| _kega || Injured, usually gravely | | _kega || Injured, usually gravely | ||
|- | |||
| _LL || Introduced in Infinite Wealth. Used for overweight NPCs, different to _fat? | |||
|- | |- | ||
| _mus || Muscular body type for men, usually reserved for enemies | | _mus || Muscular body type for men, usually reserved for enemies | ||
Line 79: | Line 89: | ||
|- | |- | ||
| _t_ || Tops/torso | | _t_ || Tops/torso | ||
|- | |||
| tu || An outfit used for promotional locations such as Club SEGA/GiGO or Karaokekan | |||
|- | |- | ||
| _x_ || Typically an outfit combined as one model | | _x_ || Typically an outfit combined as one model | ||
Line 85: | Line 97: | ||
|- | |- | ||
| c[xx]_ || Used for a specific chapter | | c[xx]_ || Used for a specific chapter | ||
|} | |||
=== Armatures === | |||
==== Prior to Dragon Engine ==== | |||
Now printing! | |||
==== Dragon Engine (as of Infinite Wealth) ==== | |||
{| class="wikitable" | |||
|+ | |||
|- | |||
! Letter !! Explanation | |||
|- | |||
| a || Generic. Similar to _m but has no bones for suit jacket, and doesn't seem to be used for cutscene models, is used for some | |||
models with UBIK bones starting with Infinite Wealth | |||
|- | |||
| b || LOD armature? | |||
|- | |||
| c || Mascot outfit, used exclusively for Kamuroppo | |||
|- | |||
| d || Sandwich board enemies in Yakuza: Like a Dragon | |||
|- | |||
| e || Seemingly unused; character_bone_type in IW claims it's for a "clown" but they use an animal armature instead | |||
|- | |||
| f || Okubo's long hair in JE, Shishido's Jacket in gaiden, magnified intro models in IW (the scene with the ant) | |||
|- | |||
| g || Okubo's long hair in JE (again), Soma & Sadamoto's jacket in Lost Judgment so they can pull stuff from their inner pocket | |||
|- | |||
| h || Kimono / hakama | |||
|- | |||
| i || Used for the roller skating waitresses in Infinite Wealth, unused in lost judgement | |||
|- | |||
| j || Used for Shintani in JE and Hello work Ichiban in Infinite Wealth | |||
|- | |||
| k || Baby | |||
|- | |||
| l || Jacket physics (Yagami, Suguira) | |||
|- | |||
| m || Male/generic character, has bones for suit jackets | |||
|- | |||
| n || Male/generic character, for suits without vents (Majima, Akiyama, Y6 Han) | |||
|- | |||
| o || Used for big characters like Ed and some Jingweon guy in K2. Seems to be only in 6/K2/IW | |||
|- | |||
| p || Used only in Yakuza 6 for Yuta. Has bones for the lapels of his jacket so Kiryu can throw him through a window (no, really) | |||
|- | |||
| q || Long coat (Ryuji), merged into "s" bones in DE2, used for throat bones? on adachi | |||
|- | |||
| r || Kimono / hakama, used for throat bones? on Tomi in IW | |||
|- | |||
| s || Long coat (Date / Masumi Arakawa) | |||
|- | |||
| t || Used for Majima's towel in Kiwami 2 and Yamai's coat in IW | |||
|- | |||
| u || Long raincoat/ closed coats (Kuriowa), used for throat bones? in IW on saeko | |||
|- | |||
| v || Used for Saori (JE/LJ)'s hair | |||
|- | |||
| w || Woman | |||
|- | |||
| x || Used for Haruka (Y6)'s ponytail | |||
|- | |||
| y || Schoolgirl skirt "physics" in JE drone minigame | |||
|- | |||
| z || Used in Kiwami 2 for hostesses, has attach points for outfits & accessories | |||
|- | |||
|} | |||
=== Asset / Reactor Prefixes === | |||
==== Dragon Engine ==== | |||
Most will have a letter between its prefix & the item name - this is the codename of the game it is taken from. So for example, arm'''y'''400_stk_umbrella_cl_a (Nanba's default umbrella weapon in Y:LAD, or 'yazawa'). | |||
{| class="wikitable" | |||
|+ | |||
|- | |||
! Name !! Explanation | |||
|- | |||
| a_xx || Cutscene models, xx being the chapter it appears in | |||
|- | |||
| arm || Weapons | |||
|- | |||
| bik || Bicycles | |||
|- | |||
| bs || Debug weapon | |||
|- | |||
| car || Vehicles being driven on a road | |||
|- | |||
| dcl || Decals | |||
|- | |||
| dor || Doors | |||
|- | |||
| gls || Panes of glass / windows | |||
|- | |||
| hct || Heat action specific assets | |||
|- | |||
| itm || In game items, such as Staminan or Tauriner | |||
|- | |||
| kan || Electronic signboards | |||
|- | |||
| min || Minigame specific assets | |||
|- | |||
| nrn || Noren -- traditional Japanese curtains for doorways & windows | |||
|- | |||
| prp || Generic, all purpose props | |||
|- | |||
| res || Dondoko Island props (specific to Infinite Wealth) | |||
|- | |||
| spe || Objects specific to an area in game (i.e not generic enough to be placed anywhere) | |||
|- | |||
| spte || Speedtree generated plants | |||
|- | |||
| stg || In world assets | |||
|- | |||
| swg || Swaying objects like lanterns | |||
|- | |||
| tes || Test / debug objects | |||
|} | |||
=== chara.par folders === | |||
==== Prior to Dragon Engine ==== | |||
{| class="wikitable" | |||
|+ | |||
|- | |||
! Name !! Explanation | |||
|- | |||
| accessory || Typically physics-enabled 'accessories' such as Majima's ponytail in Yakuza 0 | |||
|- | |||
| adv || Game world models | |||
|- | |||
| auth || Cutscene (authoring) models | |||
|- | |||
| btms || Pants, trousers, skirts, etc, typically specifically for pedestrians & unimportant NPCs | |||
|- | |||
| face || Heads, typically specifically for pedestrians & unimportant NPCs | |||
|- | |||
| hair || Hair | |||
|- | |||
| tops || Shirts, jackets, etc, typically specifically for pedestrians & unimportant NPCs | |||
|- | |||
| z_btm || Only appears in Dead Souls. Models used for zombies' pants. | |||
|- | |||
| z_face || Only appears in Dead Souls. Models used for zombies' heads. | |||
|- | |||
| z_upr || Only appears in Dead Souls. Models used for zombies' torsos. | |||
|} | |||
==== Dragon Engine ==== | |||
{| class="wikitable" | |||
|+ | |||
|- | |||
! Name !! Explanation | |||
|- | |||
| adv || Only appears in Yakuza 6, same as Old Engine's usage; models used in the game world | |||
|- | |||
| auth || Only appears in Yakuza 6, same as Old Engine's usage; models used in cutscenes | |||
|- | |||
| bone || Bone reference .gmds | |||
|- | |||
| btms || Pants, trousers, skirts, etc | |||
|- | |||
| dds || Textures | |||
|- | |||
| dds_hires || As above. Appears in Lost Judgment onwards | |||
|- | |||
| dds_prg_use || Blood splatters for faces | |||
|- | |||
| face || Heads | |||
|- | |||
| face_blend || Seems to be used for facial animations? | |||
|- | |||
| face_target || Facial expressions for characters | |||
|- | |||
| hair || Hair | |||
|- | |||
| tops || Shirts, jackets, etc, also usually full models for characters who are one chunk | |||
|- | |||
| ubik || Appears in Lost Judgment onwards, is used for cloth & hair physics | |||
|} | |} | ||
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| mt || Metal | | mt || Metal | ||
|- | |- | ||
| ne || Neon signs | | ne || Neon signs/scrolling LED signs | ||
|- | |- | ||
| oj || General use assets & objects | | oj || General use assets & objects | ||
Line 153: | Line 343: | ||
* _d - Basic diffuse/albedo map. Can use alpha layer transparency. | * _d - Basic diffuse/albedo map. Can use alpha layer transparency. | ||
* _n - Normal map. Blue channel often reversed. | * _n - Normal map. Blue channel often reversed. | ||
* _m - Multi map, used for PBR shading. Red channel is | * _m - Multi map, used for PBR shading. Red channel is glossiness, green channel is metallic, blue is a mask for colour palettes. | ||
* _so - Light map? (Needs more research) | * _so - Light map? (Needs more research) | ||
* _i - Glow / emissive map. Rarely used. | |||
===== Assets ===== | ===== Assets ===== | ||
* | * _d - Basic diffuse/albedo map. Can use alpha layer transparency. | ||
* | * _n - Normal map. Blue channel often reversed. | ||
* | * _m - Multi map, used for PBR shading. Red channel is glossiness, green channel is metal, blue is a mask for colour palettes. | ||
* _o - Ambient occlusion. | |||
* _tr - Subsurface scattering map. Only really used for leaves on plants. | * _tr - Subsurface scattering map. Only really used for leaves on plants. | ||
* _i - Glow / emissive map. Rarely used. | |||
=== Characters === | === Characters === | ||
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* _rd - Repeating diffuse/albedo texture, used for details usually for clothing. Scale is controlled by the secondary UV of the model. | * _rd - Repeating diffuse/albedo texture, used for details usually for clothing. Scale is controlled by the secondary UV of the model. | ||
* _rt - Repeating normal map texture, used for details in general. Scale is controlled by the secondary UV of the model. | * _rt - Repeating normal map texture, used for details in general. Scale is controlled by the secondary UV of the model. | ||
* _rm - Specularity (of sorts) for repeating textures | |||
== Motions / .gmt == | == Motions / .gmt / Auth & Heat Actions == | ||
=== Movement === | === Movement === | ||
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| atg || Strike that is parried or otherwise blocked | | atg || Strike that is parried or otherwise blocked | ||
|- | |- | ||
| atm || Strike intended to initiate a grab or throw | | atm || Strike intended to initiate a grab or throw. Usually paired with 'sze'. | ||
|- | |||
| btlst || Used whenever a battle is initiated | |||
|- | |||
| dwn || Used whenever the target is prone on the floor | |||
|- | |||
| grd || Guarding | |||
|- | |||
| hok || Hook punch | |||
|- | |- | ||
| nge || Grab/throw | | nge || Grab/throw | ||
|- | |||
| ont_act || Taunt. Specific to Y7, is basically just an idle animation here | |||
|- | |- | ||
| pvk || Taunt | | pvk || Taunt | ||
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| [x]ren || Multiple strikes, where x is the quantity | | [x]ren || Multiple strikes, where x is the quantity | ||
|- | |- | ||
| skl || RPG skill, typically only used in Y7 | | rev || Reversal | ||
|- | |||
| skl || RPG skill, typically only used in Y7, but has carried over to LJ for generic animations | |||
|- | |||
| swy || Rolling out of the way of a move | |||
|- | |- | ||
| sy0 || A synced move, such as a throw, from the attacker's perspective | | sy0 || A synced move, such as a throw, from the attacker's perspective | ||
|- | |- | ||
| sy1 || A synced move, such as a throw, from the target's perspective | | sy1 || A synced move, such as a throw, from the target's perspective | ||
|- | |||
| sze || An attempted grab | |||
|} | |} | ||
Line 274: | Line 484: | ||
|- | |- | ||
| wpz || Chainsaws | | wpz || Chainsaws | ||
|- | |||
| tue || Nanba's 'stave' (umbrellas etc) | |||
|- | |||
| btn || Adachi's police truncheon | |||
|- | |||
| bag || Saeko's handbag | |||
|- | |||
| cut || Eri's boxcutter | |||
|} | |||
=== Authoring / Heat Action Specific === | |||
{| class="wikitable" | |||
|+ | |||
|- | |||
! Abbreviation/code !! Explanation | |||
|- | |||
| A || Auth (intro/cutscene) | |||
|- | |||
| B || Battle start or mid-battle sequence | |||
|- | |||
| BC || Name caption | |||
|- | |||
| C || Chase (JE/LJ), Cam (Y6), Continue? (Y7/8) | |||
|- | |||
| D || Poundmate delivery | |||
|- | |||
| EC || Enemy Cam (battle start) | |||
|- | |||
| F || Flashback | |||
|- | |||
| H || Heat Action | |||
|- | |||
| I || Interaction | |||
|- | |||
| M || Minigame | |||
|- | |||
| MN || Music video cutscenes in karaoke | |||
|- | |||
| P || Main menu or battle action | |||
|- | |||
| S || Sequence | |||
|- | |||
| T || Talk, also Coliseum in Gaiden | |||
|- | |||
| X || Interactive/Menu | |||
|- | |||
|} | |} | ||
[[Category:Help]] | [[Category:Help]] |
Latest revision as of 22:42, 30 December 2024
This is a list of common prefixes & suffixes used by Ryu Ga Gotoku Studios, for a variety of file formats and functions. These are used so files can be identified quickly in a huge folder.
Please note the true/intended meaning of abbreviations may not be clear; these are approximations.
General
Abbreviation | Explanation |
---|---|
arm | Weapon |
auth | 'Authoring Mode' -- models or assets used in game cutscenes, or heat actions |
adv | 'Adventure' -- models or assets used in the game world |
ci | Cabaret Island, internal name for the cabaret club minigame in Yakuza 0, and is carried over to K2/JE |
hact | Heat Action |
kara | Karaoke |
mng | Minigame |
pxd | Internal name for all versions of the game engine from PS3 onward |
ri | Resort Island; the internal name for Dondoko Island in Infinite Wealth |
tex_auto_lod_cv | LOD textures used in DE 2.0 (properly utilised in Lost Judgment onward) |
Models / .gmd
General Prefixes & Suffixes
Prefix/suffix | Explanation |
---|---|
_[xx] | Numbers with nothing else surrounding them can often be the age of the character, used in flashbacks. (example: c_cw_f_mamiya_18) |
_agura | Sat crosslegged |
_aura | Heat action aura |
_auth | Used specifically for a cutscene or heat action |
_b_ | Bottoms (skirts, pants, etc) |
_bd[xx] | Bloodied, injured, gunshot wounds |
_bound / _shibari / _rope | Tied up |
_chd | Child model, specific to Dragon Engine |
_ci[xx]_ | Cabaret club outfit/hairstyle |
_dead | Dead (not sleeping) |
_f_ | Head |
_fat | Fat body type for men, usually reserved for enemies |
_h_ | Headwear/hair |
_hand / _arm / _darts | Hand used for the darts minigame |
hless | Homeless |
_juban | Garment worn under a kimono |
_kega | Injured, usually gravely |
_LL | Introduced in Infinite Wealth. Used for overweight NPCs, different to _fat? |
_mus | Muscular body type for men, usually reserved for enemies |
_naked | Shirtless for male characters, typically fully nude for women |
_nocloth | No cloth physics, specific to OOE |
_out | Coats, usually worn by hostesses specifically |
_pocket | Adjusted models for hands in pockets |
_sit | Suit tails/skirts adjusted for sitting down |
_sode | Rolled up sleeves |
_t_ | Tops/torso |
tu | An outfit used for promotional locations such as Club SEGA/GiGO or Karaokekan |
_x_ | Typically an outfit combined as one model |
a[xx]_ | Used in a specific cutscene. The number will line up with the entry in that game's "auth" folder. |
c[xx]_ | Used for a specific chapter |
Armatures
Prior to Dragon Engine
Now printing!
Dragon Engine (as of Infinite Wealth)
Letter | Explanation |
---|---|
a | Generic. Similar to _m but has no bones for suit jacket, and doesn't seem to be used for cutscene models, is used for some
models with UBIK bones starting with Infinite Wealth |
b | LOD armature? |
c | Mascot outfit, used exclusively for Kamuroppo |
d | Sandwich board enemies in Yakuza: Like a Dragon |
e | Seemingly unused; character_bone_type in IW claims it's for a "clown" but they use an animal armature instead |
f | Okubo's long hair in JE, Shishido's Jacket in gaiden, magnified intro models in IW (the scene with the ant) |
g | Okubo's long hair in JE (again), Soma & Sadamoto's jacket in Lost Judgment so they can pull stuff from their inner pocket |
h | Kimono / hakama |
i | Used for the roller skating waitresses in Infinite Wealth, unused in lost judgement |
j | Used for Shintani in JE and Hello work Ichiban in Infinite Wealth |
k | Baby |
l | Jacket physics (Yagami, Suguira) |
m | Male/generic character, has bones for suit jackets |
n | Male/generic character, for suits without vents (Majima, Akiyama, Y6 Han) |
o | Used for big characters like Ed and some Jingweon guy in K2. Seems to be only in 6/K2/IW |
p | Used only in Yakuza 6 for Yuta. Has bones for the lapels of his jacket so Kiryu can throw him through a window (no, really) |
q | Long coat (Ryuji), merged into "s" bones in DE2, used for throat bones? on adachi |
r | Kimono / hakama, used for throat bones? on Tomi in IW |
s | Long coat (Date / Masumi Arakawa) |
t | Used for Majima's towel in Kiwami 2 and Yamai's coat in IW |
u | Long raincoat/ closed coats (Kuriowa), used for throat bones? in IW on saeko |
v | Used for Saori (JE/LJ)'s hair |
w | Woman |
x | Used for Haruka (Y6)'s ponytail |
y | Schoolgirl skirt "physics" in JE drone minigame |
z | Used in Kiwami 2 for hostesses, has attach points for outfits & accessories |
Asset / Reactor Prefixes
Dragon Engine
Most will have a letter between its prefix & the item name - this is the codename of the game it is taken from. So for example, army400_stk_umbrella_cl_a (Nanba's default umbrella weapon in Y:LAD, or 'yazawa').
Name | Explanation |
---|---|
a_xx | Cutscene models, xx being the chapter it appears in |
arm | Weapons |
bik | Bicycles |
bs | Debug weapon |
car | Vehicles being driven on a road |
dcl | Decals |
dor | Doors |
gls | Panes of glass / windows |
hct | Heat action specific assets |
itm | In game items, such as Staminan or Tauriner |
kan | Electronic signboards |
min | Minigame specific assets |
nrn | Noren -- traditional Japanese curtains for doorways & windows |
prp | Generic, all purpose props |
res | Dondoko Island props (specific to Infinite Wealth) |
spe | Objects specific to an area in game (i.e not generic enough to be placed anywhere) |
spte | Speedtree generated plants |
stg | In world assets |
swg | Swaying objects like lanterns |
tes | Test / debug objects |
chara.par folders
Prior to Dragon Engine
Name | Explanation |
---|---|
accessory | Typically physics-enabled 'accessories' such as Majima's ponytail in Yakuza 0 |
adv | Game world models |
auth | Cutscene (authoring) models |
btms | Pants, trousers, skirts, etc, typically specifically for pedestrians & unimportant NPCs |
face | Heads, typically specifically for pedestrians & unimportant NPCs |
hair | Hair |
tops | Shirts, jackets, etc, typically specifically for pedestrians & unimportant NPCs |
z_btm | Only appears in Dead Souls. Models used for zombies' pants. |
z_face | Only appears in Dead Souls. Models used for zombies' heads. |
z_upr | Only appears in Dead Souls. Models used for zombies' torsos. |
Dragon Engine
Name | Explanation |
---|---|
adv | Only appears in Yakuza 6, same as Old Engine's usage; models used in the game world |
auth | Only appears in Yakuza 6, same as Old Engine's usage; models used in cutscenes |
bone | Bone reference .gmds |
btms | Pants, trousers, skirts, etc |
dds | Textures |
dds_hires | As above. Appears in Lost Judgment onwards |
dds_prg_use | Blood splatters for faces |
face | Heads |
face_blend | Seems to be used for facial animations? |
face_target | Facial expressions for characters |
hair | Hair |
tops | Shirts, jackets, etc, also usually full models for characters who are one chunk |
ubik | Appears in Lost Judgment onwards, is used for cloth & hair physics |
Textures
Stages & Assets
Dragon Engine
Suffix | Explanation |
---|---|
at | Props used in cutscenes and/or are intended to be seen upclose, like a phone screen or a photograph |
bl | Dirt/grime overlay layer |
cc | Concrete |
cl | Cloth |
cm | "Common" materials, usually colours or debug/fallback textures |
db | UI assets that are also counted as in game world assets (shogi pieces in Y:LAD, coffee chart in JE) |
gd | Dirt, sand, plantlife |
gm | Vehicles |
gs | Glass |
lo | Lightmap/shadow stuff |
mt | Metal |
ne | Neon signs/scrolling LED signs |
oj | General use assets & objects |
ot | Greebles (detailing added for visual interest) |
pl | Plastic |
pp | Paper/cardboard |
pt | Botany |
rd | Road surfaces, asphalt, pavement etc |
rp | Screens; usually smartphones, seems to also apply to computers & televisions too |
sb | Billboards & commercial posters |
sn | Stone and masonry |
sy | Skybox; far away objects that can be seen in the distance |
tc | Minigame specific assets |
tl | Tiles and bricks |
tu | Typically textures that are related to crossovers and/or promotions |
vg | Food |
wd | Wood |
Stage
- _d - Basic diffuse/albedo map. Can use alpha layer transparency.
- _n - Normal map. Blue channel often reversed.
- _m - Multi map, used for PBR shading. Red channel is glossiness, green channel is metallic, blue is a mask for colour palettes.
- _so - Light map? (Needs more research)
- _i - Glow / emissive map. Rarely used.
Assets
- _d - Basic diffuse/albedo map. Can use alpha layer transparency.
- _n - Normal map. Blue channel often reversed.
- _m - Multi map, used for PBR shading. Red channel is glossiness, green channel is metal, blue is a mask for colour palettes.
- _o - Ambient occlusion.
- _tr - Subsurface scattering map. Only really used for leaves on plants.
- _i - Glow / emissive map. Rarely used.
Characters
Dragon Engine
- _di - Basic diffuse/albedo map. Can use alpha layer transparency.
- _tn - Normal map. Blue channel often reversed.
- _ts - Wrinkle map. Blue channel often reversed. Controlled via vertex colours in engine.
- _tr - Subsurface scattering map.
- _mt - Multi map, used for PBR shading. Red channel is metallic (anisotropic rotation for hair), green channel is ambient occlusion (specular for hair), blue channel is glossiness, alpha layer is a mask for the repeating textures on the secondary UV.
- _rd - Repeating diffuse/albedo texture, used for details usually for clothing. Scale is controlled by the secondary UV of the model.
- _rt - Repeating normal map texture, used for details in general. Scale is controlled by the secondary UV of the model.
- _rm - Specularity (of sorts) for repeating textures
Motions / .gmt / Auth & Heat Actions
Movement
General
Prefix/suffix | Explanation |
---|---|
act | Typically action animations, such as using a smartphone or saying hello |
add | Animations added to an idle pose, such as nodding or hand gestures |
en | End of a looped animation |
lp | Looped |
kamae | Posed animation, usually for idling |
st | Start of a looped animation |
std | Standing |
sit | Sitting/crouching down |
tlk | Animations used in cutscenes for talking |
Battle
Prefix/suffix | Explanation |
---|---|
ath | Successful strike |
atg | Strike that is parried or otherwise blocked |
atm | Strike intended to initiate a grab or throw. Usually paired with 'sze'. |
btlst | Used whenever a battle is initiated |
dwn | Used whenever the target is prone on the floor |
grd | Guarding |
hok | Hook punch |
nge | Grab/throw |
ont_act | Taunt. Specific to Y7, is basically just an idle animation here |
pvk | Taunt |
[x]ren | Multiple strikes, where x is the quantity |
rev | Reversal |
skl | RPG skill, typically only used in Y7, but has carried over to LJ for generic animations |
swy | Rolling out of the way of a move |
sy0 | A synced move, such as a throw, from the attacker's perspective |
sy1 | A synced move, such as a throw, from the target's perspective |
sze | An attempted grab |
Weapon Types
Abbreviation/code | Explanation |
---|---|
sud | Barefisted (from 'sude') |
wpa | Lightweight 1-handed objects (Traffic cones, pipes and such) |
wpb | Knives (Also broken bottles and Chinese Dao Broadswords in OE) |
wpc | Light 2-handed objects (Beer Crates and such) |
wpd | Baseball bats |
wpe | Swords (Mainly Katanas but also Chinese Dao Broadswords in DE ) |
wpf | Heavy 2-handed object (Bicycles, Motorcycles, signboards, etc) |
wpg | Longswords / Hammers |
wpi | Spears/Poles |
wpj | Shotguns |
wpk | Dual wielded pistols |
wpl | Muskets |
wpm | Knuckle dusters |
wpp | Cannons |
wpt | Tonfa |
wpu | Dual Claws |
wpv | Nunchucks |
wpw | Wild Dance (Pistol and Katana wielded simultaneously, Ishin only) |
wpx | Kali sticks |
wpy | Pistols |
wpz | Chainsaws |
tue | Nanba's 'stave' (umbrellas etc) |
btn | Adachi's police truncheon |
bag | Saeko's handbag |
cut | Eri's boxcutter |
Authoring / Heat Action Specific
Abbreviation/code | Explanation |
---|---|
A | Auth (intro/cutscene) |
B | Battle start or mid-battle sequence |
BC | Name caption |
C | Chase (JE/LJ), Cam (Y6), Continue? (Y7/8) |
D | Poundmate delivery |
EC | Enemy Cam (battle start) |
F | Flashback |
H | Heat Action |
I | Interaction |
M | Minigame |
MN | Music video cutscenes in karaoke |
P | Main menu or battle action |
S | Sequence |
T | Talk, also Coliseum in Gaiden |
X | Interactive/Menu |