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Difference between revisions of "User:MoonlightArchivist/Guidelines"

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 +
<!--Max 60 files, catches duplicates-->{{#batchupload:subst:User:MoonlightArchivist/Templates|[[Category:Reverse Collapse Character Images]]}}
 
__TOC__
 
__TOC__
 +
==GFL==
 +
===Texts===
 
*assettexttable
 
*assettexttable
 
**explore_affair_server,explore_affair_client: random exploration events
 
**explore_affair_server,explore_affair_client: random exploration events
Line 15: Line 18:
 
**enemy_illustration: name+desc+VA
 
**enemy_illustration: name+desc+VA
 
**sangvis: different desc
 
**sangvis: different desc
**enemy_illustration_skill
+
**enemy_illustration_skill (lore desc) / battle_skill_config+mission_skill_config (data)
 
**commander_uniform
 
**commander_uniform
 
**sangvis_gasha: banner names
 
**sangvis_gasha: banner names
Line 24: Line 27:
 
**unit lines (CharacterVoice, NewCharacterVoice)
 
**unit lines (CharacterVoice, NewCharacterVoice)
 
**Kalina lines (KalinaLevelVoice)
 
**Kalina lines (KalinaLevelVoice)
 +
**campion_ (events data)
 
*assettextavg
 
*assettextavg
**assets/resources/dabao/avgtxt/ ; assets/resources/dabao/avgtxt/battleavg : Cube: -1, -6 ; Arctic Warfare: -2, -3, -4, -5 ; Cube+: -7 ; Rabbit Hunt: -8 ; Deep Dive: -10, -11, -12, -13 ; Only Master: -14, -15 ; Singularity: -16, -17, -18 ; Glory Day: -19, -20, ; Continuum Turbulence: -24, -25, -26, -27, -28 ; Isomer: -31 ; Valhalla: -32 ; Shattered Connexion: -33 ; Freaky Pandemic: -34 ; A Snowy Night Capriccio : -35 ; Polarized Light: -36 ; The Photo Studio Mystery: -37 ; Dream Theatre: -38 ; Far Side of the Sea: -40 ; Dual Randomness: -41 : Butterfly in a Cocoon: -42 ; Bounty Feast: -43 ; Mirror Stage : -44 ; Untranslated: -45 ; My Devil's Frontline: -46 ; The Waves Wrangler: -47 ; Poincaré Recurrence: -48 ; One Coin Short: -49 ; Love Bakery: -50 ; Fixed Point: -51, -99 ; Lycan Sanctuary: -52
+
**assets/resources/dabao/avgtxt/ ; assets/resources/dabao/avgtxt/battleavg (match with https://github.com/randomqwerty/GFLData/blob/main/en/stc/story_util.json) : Cube: -1, -6 ; Arctic Warfare: -2, -3, -4, -5 ; Cube+: -7 ; Rabbit Hunt: -8 ; Deep Dive: -10, -11, -12, -13 ; Only Master: -14, -15 ; Singularity: -16, -17, -18 ; Glory Day: -19, -20, ; Continuum Turbulence: -24, -25, -26, -27, -28 ; Isomer: -31 ; Valhalla: -32 ; Shattered Connexion: -33 ; Freaky Pandemic: -34 ; A Snowy Night Capriccio : -35 ; Polarized Light: -36 ; The Photo Studio Mystery: -37 ; Dream Theatre: -38 ; Far Side of the Sea: -40 ; Dual Randomness: -41 : Butterfly in a Cocoon: -42 ; Bounty Feast: -43 ; Mirror Stage : -44 ; Untranslated: -45 ; My Devil's Frontline: -46 ; The Waves Wrangler: -47 ; Poincaré Recurrence: -48 ; One Coin Short: -49 ; Love Bakery: -50 ; Fixed Point: -51, -99 ; Lycan Sanctuary: -52 ; Longitudinal Strain: -54 ; Eclipses & Saros: -56 ; The Glistening Bloom: -57 ; Slow Shock: -58 ; Maze Guess: -59 ;
 
**assets/resources/dabao/avgtxt/anniversary: NPCs with minus tag, assimilation with s_ tag
 
**assets/resources/dabao/avgtxt/anniversary: NPCs with minus tag, assimilation with s_ tag
 
**assets/resources/dabao/avgtxt/fetter/: Bookshelf of Memories
 
**assets/resources/dabao/avgtxt/fetter/: Bookshelf of Memories
Line 32: Line 36:
 
**assets/resources/dabao/avgtxt/va11/va11_1.txt: Valhalla special scenes
 
**assets/resources/dabao/avgtxt/va11/va11_1.txt: Valhalla special scenes
 
**assets/resources/dabao/avgtxt/tutorials: assimilation tutorial
 
**assets/resources/dabao/avgtxt/tutorials: assimilation tutorial
 +
*equip_group: Equip costume sets name+desc, detailed effects in battle_skill_config (join on equip_group.json-group_skill<>battle_skill_config.json.skill_group_id)
 +
 +
===Files===
 +
*resourcecardhomebg: main screen backgrounds
 +
*spritescardbg: player ID backgrounds
 
*resourceavgpicprefab__ ; resourcebossskillpic ; resourcepic__add ; resourcepic_
 
*resourceavgpicprefab__ ; resourcebossskillpic ; resourcepic__add ; resourcepic_
 
**Texture2D alphas for all character types
 
**Texture2D alphas for all character types
Line 44: Line 53:
 
*resourceiconuniform
 
*resourceiconuniform
 
**Commander costumes shop icons
 
**Commander costumes shop icons
 +
*resourceiconlogo
 +
**factions cut-in logos
 
*character_
 
*character_
 
**For Dolls, assimilation and enemies, Sprite, Texture2D, includes alphas
 
**For Dolls, assimilation and enemies, Sprite, Texture2D, includes alphas
Line 57: Line 68:
 
*resourceiconops
 
*resourceiconops
 
**[[:File:Event Logo The Waves Wrangler.png|Event logos]]
 
**[[:File:Event Logo The Waves Wrangler.png|Event logos]]
<hr>
+
*assetlogin1: login illustration
*assets/resources/dabao/avgtxt/profiles.txt
+
*atlasclipscommonattri: Doll stats icons
 +
 
 +
===Story backgrounds===
 +
*assets/resources/dabao/avgtxt/profiles.txt -> To find where a background is used in the story: search for the background file name in profiles.txt, check the line number, subtract one to align on zero-indexing, and search in the story files the background ID between the <BIN> tags.
 
**21Jashin: My Devil's Frontline
 
**21Jashin: My Devil's Frontline
 
**CG-Houkai: Only Master
 
**CG-Houkai: Only Master
Line 84: Line 98:
 
**2022winter: Fixed Point
 
**2022winter: Fixed Point
 
**2022summer: Longitudinal Strain
 
**2022summer: Longitudinal Strain
<hr>
+
**2022saros
 +
**2023NewYear: Mystery Box Theorem
 +
**2024ghost: GITS collab
 +
 
 +
===Special unit names===
 
*BOSS-7: Gager
 
*BOSS-7: Gager
 
*BOSS-9: Architect
 
*BOSS-9: Architect
Line 90: Line 108:
 
*BossJustice: Judge
 
*BossJustice: Judge
 
*Weaver: Ouroboros
 
*Weaver: Ouroboros
*DUMMY_N ?
+
*resourceavgpicprefabsd\DUMMY_N ?
*春田咖啡: Springfield
+
*春田咖啡, m1903, coffee: Springfield
*pmhe: Makarov
 
 
*ar: Galil
 
*ar: Galil
 
*mlemk: Lee-Enfield
 
*mlemk: Lee-Enfield
<hr>
+
*dupijin: [[Dupieux]]
 +
*mrsgray
 +
*excutioner: [[Executioner]]
 +
*soldier: [[Gunner]]
 +
*ISC -> Papasha mech
 +
*landmine_beach -> krab
 +
*PM -> Makarov (close to pm06, pm1910 and pm9)
 +
*Rogue -> Machlian or Dandelion
 +
*Shark -> Sharkitect
 +
*Gunner -> Soldier_New / StreletPlus
 +
*Teal -> Grig
 +
*TeslaTrooper -> Minotaurus
 +
*Squad -> HOCs
 +
*TOW -> BGM-71
 +
*Nyto_mecha -> Tareus; Nyto_mecha2 -> Sana
 +
*aps -> Stechkin
 +
*CETME556 -> Model L
 +
*95type / 97type / type64 (Howa Type 64) / type100 / type88 (Type 88) / type62 / 59type / 56typeR / 81typeR / 80type / 88type (Hanyang Type 88) / 79type / 64type (Type 64) / 561type / 63type / 4type (4 Shiki) / 06typesmg / howatype89 / 92type
 +
*98k -> Kar98k
 +
*m1 -> M1 Garand (close to m110, m1911, etc)
 +
*tt33 -> Tokarev
 +
*sps -> Serdyukov
 +
*scar -> Steyr ACR
 +
*oc44 -> OTs-44
 +
*js127 -> JS05
 +
*cbjms -> C-MS
 +
*357 -> Astra Revolver
 +
*browninghp -> HP-35
 +
*kp31 -> Suomi
 +
*warjack -> Mobile Armor mecha
 +
*hezism1 -> SM-1
 +
*fnspr -> SPR A3G
 +
*fliegen -> drones
 +
*dtasrs -> SRS
 +
*PDW -> Honey Badger
 +
 
 +
===Sorting bat===
 
@echo off
 
@echo off
 
for /f "skip=1" %%i in ('wmic os get localdatetime') do if not defined fulldate set fulldate=%%i
 
for /f "skip=1" %%i in ('wmic os get localdatetime') do if not defined fulldate set fulldate=%%i
Line 215: Line 268:
 
exit /b
 
exit /b
  
----
+
==PNC Files==
 
+
*AvgConfig.*.AvgCfg_*.lua : story chapter configuration
=Explore Menu=
+
*AvgConfig.*.AvgLang_*_EN_US.lua : raw text
==Keys==
+
*CharacterTextConfig.*_EN_US.lua : Files + Story text
All activities in the Explore menu require Keys to access and obtain rewards.  
+
*CvTextConfig.*_EN_US.lua : voice lines transcriptions
 
+
*LuaConfigs.loading_tips.lua: loading screens text
==Doll Team==
+
*LuaConfigs.noun_des.lua : most worldview entries
 
+
*LuaConfigs.locale_text.lua.bytes.txt : loose strings data (use [https://www.ghisler.com/lister/ lister] in UTF-8 for CN version)
==Main Story==
+
*LuaConfigs.skin.lua.bytes: Skin names and descriptions
Progressing main story chapters unlocks new functions in the game and yields various rewards on first completion, including Neural Fragments for main story Dolls.
+
*LuaConfigs.item.lua.bytes: Item descriptions (match id and furniture textures with LuaConfigs.dorm_furniture.lua.bytes.txt)
 
+
*LuaConfigs.activity_name.lua.bytes: Events names
Each chapter is divided into Standard, Dark Realm and Endless Exploration modes.
+
*LuaConfigs.hero_relationship.lua.bytes
 
+
*LuaConfigs.camp.lua.bytes: hero factions
*Chapter 0: Oasis Defense
+
*LuaConfigs.event.lua.bytes/event_replace_txt + LuaConfigs.event_choice.lua.bytes.txt/event_assist: Anomaly Nodes (regular exploration) - 5 first numbers of IDs encode the story part/event - last number of ID encode the stage number
*Chapter 1: Artificial Intelligence Sector - Rossum
+
*LuaConfigs.warchess_event.lua.bytes + LuaConfigs.warchess_event_choice.lua.bytes.lua: Anomaly Nodes (Matrix Mode)
*Chapter 2: Military Sector - Cyclopes
+
*LuaConfigs.hero_data.lua.bytes: hero id
 
+
*LuaConfigs.avg_character.lua.bytes.lua: hero id in stories
===Standard and Dark Realm===
+
*LuaConfigs.sector.lua.bytes.txt: chapters + event names
Standard mode stages include story stages and combat stages. Dark Realm stages is unlocked after an certain combat stage is cleared in Standard and tells a side story from the sector, with more difficult combat stages. Besting combat stages is necessary to unlock the next stages, but story stages can be easily skipped or reread later.
+
*LuaConfigs.sector_stage.lua.bytes.txt: stages names
 
+
*spriteatlas/athsuiticon: Algo Sets icons
There are seven types of combat stages:
+
*LuaConfigs.noun_des: World View (Horizon Records -> Type = 7)
*Tactical Tutorial: Typical easy-clear tutorial stuff.
+
*tables.ab\BattleSkillCfg.bytes: skills description
*Regular Battle: Standard exploration mechanics.
+
*spriteatlas\skillicon.ab: hero + commander + enemy skill icons
*Battle of Endurance: No exploration mechanics aside from Functions and Protocols, only a series of battles.
+
*LuaConfigs.monster.lua.bytes.lua: Enemies names, description, skills id
*Boss Fight: Like Regular Battle stages but with the story boss at the Output Terminal of each layer.
+
*LuaConfigs.battle_grid.lua.bytes.lua: Grid effects names and descriptions
*Limited Deployment: Like Regular Battle stages but you can't bring your own Dolls.
+
*spriteatlas\explorationicon.ab: protocol, active tiles, function pools icons
*Function Library: Like Regular Battle but with much more Function Nodes.
+
*spriteatlas\commonicon.ab: items, dorm, functions, attributes icons
*Portal: Like Regular Battle but with the ""Beware of Summons" Protocol active from the start and the boss at the Output Terminal always being [[Modesty]].
+
*images\activity\whiteday22.ab: white day portraits 1024
 
+
*LuaConfigs.career.lua.bytes.lua: Classes ids and names
====Exploration Mechanics====
+
*images\loginbg.ab: login artwork
The first rogue-like element of the game, the player is faced with multiple paths through several node types to the boss:
+
*LuaConfigs.skill_label_info.lua.bytes: Skill effects tooltips
 
+
*LuaConfigs.attribute.lua.bytes.lua: Names and IDs of hero stats (calculation formulas in Game.PlayerData.Hero.HeroData.lua.bytes.lua + Game.PlayerData.AttributeBonus.lua.bytes + LuaConfigs.hero_star.lua.bytes + LuaConfigs.hero_potential.lua.bytes)
*Conflict Zone (Elementary, Intermediate or Advanced): Combat nodes. Compare power to the Team Power to gauge the difficulty. The Drop type indicates which Doll class will benefit from the looted Functions after the fight.
+
*images\dynhead.ab: animated profile pictures
*Output Terminal: Final Conflict Zone of the layer. When cleared, the option to challenge a second and more difficult Output Terminal will be offered for better loot, at no cost if it is failed.
+
*images\mainscenebg.ab: main menu backgrounds
*Function Library: Will give a choice among three Functions at random.
+
*images\oasisbuilding.ab
*Recovery Area: A chance to heal 30% of the health of all Dolls or 80% health of the most damaged Doll, or to upgrade a Function Card for free, or to change it into a Trading Area (cannot be reverted).
+
*images\sectoricon.ab
*Trading Area: Buy and Sell Functions and buy Protocols with Cache Coins. Higher level Function Cards are worth more, and Protocols are quite expensive. Available Functions and Protocols can be refreshed once for free, then costing Cache Coins and becoming more expensive for subsequent Refresh.
+
*spriteatlas\ui_signinminigamebq.ab: Anniversary Emote Generator chibis
*Anomaly Area: Very random, can give a Function for nothing, get a chance to get some Functions or heal, or even be a secret Conflict Zone. Usually needs to spend Cache Coins or a portion of the Doll's HP or Max HP.
+
*spriteatlas\sectorbuilding: Procedural Efficiency/Specialty Training icons
*Some stages have special node types such as nodes to debuff Faith in chapter 1.
+
*LuaConfigs.warchess_tip.lua.bytes + LuaConfigs.guide_step.lua.bytes.lua: Warchess story nodes
 
 
Usually it is only possible to navigate to the nodes on the right of the current node following the links displayed, but some nodes enable to freely move between nodes in the same columns.
 
 
 
The number of maps that must be cleared to complete the stage is indicated by the number of layers. All layers finish in an Output Terminal boss fight node. Dolls are always healed at the end of a layer.
 
 
 
Elements of the Exploration screen:
 
*Function Row: Displays all active Functions and current Function Card Deck Size (can be enhanced at Trading Areas or some Anomaly Areas). Click the Function icon to see all available Functions in this stage.
 
*Cache Coins: Needed to buy Functions and Protocols, buy more Function space or start events in Anomaly Areas. Gained during battle or by selling Functions.
 
*Protocols: Hover over the icons to display the active effects.
 
*Function Chains.
 
*Team Power.
 
*Current team members, with life bar in green.
 
*Loot button: See currently available loot.
 
*Enemy Level: Increase one pip for every node traveled and increases every four pip. Buffs the HP, ATK and Hashrate of enemies.
 
  
====Challenge Mode====
+
==GFL2==
Challenge Missions will become available after clearing certain stages for the first time. Support Dolls are disabled in Challenge Mode and Doll stats are capped. Clearing a Challenge will award Keys.
+
*GF2Exilium  > GF2 Game > GF2_Exilium_Data
 +
**StreamingAssets > Audio+PC: launch movie+voices
 +
**LocalCache > Data
 +
***Table: Human-readable data
 +
***AssetBundles_Windows: All assets
 +
****Images
 +
*****Avatar_Bust_* <- For infobox (also indicates rarity in title)
 +
*****Avatar_Gacha_*
 +
*****Avatar_Half_*
 +
*****Avatar_Head_*
 +
*****Avatar_Whole_* (does not include full art of costumes)
 +
*****BG_*
 +
*****Buff_*
 +
*****CG_* or *CG_*
 +
*****<nowiki>*</nowiki>PerCG*
 +
*****Icon_Achievement_*
 +
*****Icon_BulletHit_*
 +
*****Icon_ChrTalent_*
 +
*****Icon_*_Reward
 +
*****Icon_Darkzone_*
 +
*****Icon_Professional_*
 +
*****Icon_Weapon_*
 +
*****Img_Activity*Bg*
 +
*****Img_ArchivesCenter_Bg2
 +
*****Img_Branch_*
 +
*****Img_CampLogo_*
 +
*****Img_ChrSkinPic*
 +
*****Img_GashaponPic_*
 +
*****Img_LennaMain_Bg
 +
*****Img_NewTask_Avatar*
 +
*****Img_RubyStore_Cat
 +
*****Img_SkinDiscount_*_Chr
 +
*****Img_StoreAccrue_Role
 +
*****Item_*
 +
*****login_texture_logo3
 +
*****Monster_Bust_*
 +
*****Monster_Half_*
 +
*****Monster_Head_*
 +
*****Monster_Whole_*
 +
*****Skill_*
 +
*****Weapon_
 +
****Assets > ArtsResource > Audio > CriWare: sounds, voices
 +
****Assets > Cutscene > Video > PC > GunGet: new unit get videos
  
The default Challenge Mission caps the rarity, level, Breakthrough and Skill level of ally Dolls and may disable Algorithms, Intimacy  and Specialty Training bonuses, as well as boost enemy attributes. Two supplementary Challenge Missions can be enabled, such as more buffs to enemies, debuffs on Dolls or restrictions Dolls types or numbers in the team.
+
==RCCB==
 +
*ReverseCollapse_Data > StreamingAssets > win
 +
**level: Raw levels data
 +
**txtfile (Secret Documents content, without title)
 +
**table
 +
***secretfile (Secret Documents title and txtfile ID)
 +
**strings
 +
***item_string
 +
***skill_string
 +
***terrainbuff_string
 +
***terrainblock_string
 +
***levelbrief_string
 +
***levelinfo_string (ID+title+desc)
 +
***unitskin_string
 +
***storydialog_string (includes campfire discussions)
 +
***itemkey_string
 +
***weaponaccessory_string
 +
***storyoption_string (story choices)
 +
***secretfile_package_string
 +
***keyword_string
 +
***achievement_string
 +
***secretfile_string
 +
***itemcollection_string
 +
**DlcAB
 +
***dlc_2660430_sprite: costumes
 +
**Icon
 +
***collection: achievements icons, story cgs
 +
***help: enemies splash screens
 +
***item
 +
***keywordimage
 +
***level_bigmap (URNC roster?)
 +
***mainback (main menu?)
 +
***mainremake (new-old logo)
 +
***park (map?)
 +
***portrait (non-final images)
 +
***preparebg+prepare_save_screenshots
 +
***secretdoc+secretdoc_icon (not readable)
 +
***skill
 +
***storybg
 +
***timemap
 +
***unit (icons+full sprite (_drawing))
 +
***weapon (with weapon parts)
 +
**MapPrefab (all map assets)
 +
**Prefab
 +
***avatar (Live2D)
 +
***titleprefab (old menus)
 +
***uiprefabd (documents, game logo, )
  
===Endless Exploration===
+
==Files processes==
This mode is unlocked after clearing all stages in a chapter. There are 40 stages with three layers to clear of increasing difficulty. Clearing the harder stages will automatically clear the easier ones, so not all 40 stages need to be played. First clear for any stage will yield Strategic Blueprints, which are used to unlock Procedural Efficiency Nodes, which are global bonuses in all stages.
+
===GFL Dolls===
 +
{| class="gf-table"
 +
! Wiki filename
 +
! Extracted from
 +
! Comments
 +
|-
 +
|<Name>[_costumeX].png
 +
|Android/New/character<Name>/pic_<Name>[_HD] + pic_<Name>[_HD]_Alpha (use René's tool to combine)
 +
|full body - main (previews are shared on all socials)
 +
|-
 +
|<Name>[_costumeX]_D.png
 +
|Android/New/character<Name>/pic_<Name>_D[_HD] + pic_<Name>_D[_HD]_Alpha
 +
|full body - damaged (previews are shared only on TW and EN socials)
 +
|-
 +
|<Name>[_costumeX]_S.png
 +
|Android/New/character<Name>/pic_<Name>_N
 +
|portrait (use René's extractor to separate and recrop)
 +
|-
 +
|Icon_Skill_<icon name>.png
 +
|Android/New/spritesui
 +
|icon name fetched from "icon" parameter in /skill[X]data
 +
|-
 +
|<Name>[_costumeX]_chibi[_dorm]_spritemap.png
 +
|Android/New/character<Name>spine/<Name>.png
 +
|sprite map. There may be another spritemap with the "R" prefix for dorms.
 +
|-
 +
|<Name>[_costumeX]_chibi[_dorm]_skel.skel
 +
|Android/New/character<Name>spine/<Name>.skel
 +
|skel bytes. The "R" version is necessary for the dorm animations switch to work.
 +
|-
 +
|<Name>[_costumeX]_chibi[_dorm]_atlas.txt
 +
|Android/New/character<Name>spine/<Name>.atlas
 +
|atlas bytes. There may be another atlas with the "R" prefix for dorms.
 +
|-
 +
! colspan=10 | Live2D (all assets defined in /Live2DSettings - get hit_areas from CubismHitDrawable - archives internally organized in normal and destroy)
 +
|-
 +
|<Name>[_costumeX][_D]_live2d_texture.png
 +
| Android/New/live2dnewgun<Name>/*.png
 +
|
 +
|-
 +
|<Name>[_costumeX][_D]_live2d_[motion id].mtn
 +
|Android/New/live2dnewgun<Name>/*.fade.json (AnimationClip)
 +
|
 +
|-
 +
|<Name>[_costumeX][_D]_live2d_model.moc
 +
|Android/New/live2dnewgun<Name>/*.fbx (Animator)
 +
|
 +
|-
 +
|<Name>[_costumeX][_D]_live2d_physics.txt
 +
|
 +
|Only for old Live2D
 +
|}
  
=Battle=
+
===GFL Enemies===
==Screen==
+
{| class="gf-table"
*Pause button
+
! Wiki filename
*Damage stats: Can be hidden by tapping on the title.
+
! Extracted from
*Leftmost row is for reserve units. Can swap for units on the field but cannot be accessed during fight. However there can be tile effects on this row to give passive buffs to the on-field units.
+
! Comments
*Auto button: all actions during the fight will be decided by the computer.
+
|-
*Speed changer: either 1x or 2x
+
|<Name>_I.png
*Protocols: Hover over the icons to display the active effects.
+
|Android/New/resourceiconenemy
*Ultimate Gauge modifier: Usually 1.0 in most stages, but can become higher in resource runs and tutorials.
+
|icon
*Ultimate Gauge: Fills with blue when performing actions up to 100%, then with orange up to 200%
+
|-
*Ultimate buttons: Tap the portrait of a Doll when it is highlighted to spend 100% of the gauge and use the ultimate. Critically damages Dolls have their portrait become red.
+
|<Name>_S.png
*Active Functions: Tap to use.
+
|Android/New/character<Name>/pic_<Name>_SS + pic_<Name>_SS_Alpha
 +
|portrait
 +
|-
 +
|<Name>.png
 +
|Android/New/character<Name>/pic_<Name>_LL + pic_<Name>_LL_Alpha
 +
|full body
 +
|-
 +
|Icon_Skill_<icon name>.png
 +
|Android/New/spritesui
 +
|icon name fetched from "icon" parameter in subpage /skill[X]data
 +
|-
 +
|<Name>_chibi_spritemap.png
 +
|Android/New/character<Name>spine/<Name>.png
 +
|sprite map
 +
|-
 +
|<Name>_chibi_skel.skel
 +
|Android/New/character<Name>spine/<Name>.skel
 +
|skel bytes
 +
|-
 +
|<Name>_chibi_atlas.txt
 +
|Android/New/character<Name>spine/<Name>.atlas
 +
|atlas bytes
 +
|}
  
==Tactical Skills==
+
===GFL Assimilated===
*Flexible Strategy
+
''Name must always remain the base enemy name without attachment (even for alt versions).''
**Teleportation (Note: cannot be performed on stunned or frozen Doll)
 
***Teleportation - Offensive: Cost 8 Tactical Energy, 10s CD. Immediately teleport a selected ally Doll to a specified empty tile. After a successful teleportation, all damage dealt by this Doll is increased by 10% for the next 5 seconds. (Note: cannot be performed on stunned or frozen Doll)
 
***Teleportation - Survival: Cost 8 Tactical Energy, 10s CD. Immediately teleport a selected ally Doll to a specified empty tile. After a successful teleportation, the HP of the selected Doll recovers by 5% of their Max HP. (Note: cannot be performed on stunned or frozen Doll)
 
**Cyclonic Gust
 
***Cyclonic Gust - Stun: Cost 10 Tactical Energy, 16s CD. The selected target is interrupted and sent airborne for 3 seconds. They cannot be targeted during this period. If the target is an enemy unit, they will be Stunned for 2 seconds after landing.
 
***Cyclonic Gust - Concealment: Cost 10 Tactical Energy, 16s CD. The selected target is interrupted and sent airborne for 3 seconds. They cannot be targeted during this period. If the target is an ally, they will become invisible for 2 seconds after landing.
 
**Rapid Recharge
 
***Rapid Recharge - Supercharge: Cost 15 Tactical Energy, 10s CD. Select an ally Doll to cast their Auto Skill immediately. This does not affect its cooldown. Boost their Skill Hast by 400 points for the following 5 seconds.
 
***Rapid Recharge - Interference: Cost 15 Tactical Energy, 10s CD. Select an enemy unit and reduce their Auto Skill's charge by 50%. This does not affect enemies with Skills that take effect over time.
 
*Offensive Build
 
**Orbital Strike: Cost 7 Tactical Energy, 3s CD. Deal [Derivative] Operand Damage (equal to 80% of greatest ally Hashrate) to the enemy with the lowest remaining HP. If the target dies from this strike, restore 4 points of energy.
 
**Coordinated Fire: Cost 10 Tactical Energy, 12s CD. Deals [Derivative] Operand Damage (equal to 50% of greatest ally Hashrate) to all enemies in the selected area and stuns them for 1 second.
 
**FC Illumination: Cost 10 Tactical Energy, 10s CD. Focus Fire on 1 enemy for 4 seconds. Allies will not retarget at the end of this effect.
 
  
==Tile effects==
+
''If there is only one set of animation files in the game (no "ally" fileset), reuse enemy files.''
*Snipe: Gives infinite range, ignore HP shields and target farthest enemy rather than closest to ranged units for the current battle.
+
{| class="gf-table"
 +
! Wiki filename
 +
! Extracted from
 +
! Comments
 +
|-
 +
|<Name>_S.png
 +
|Android/New/character<Name>/pic_<Name>_SS + pic_<Name>_SS_Alpha
 +
|portrait
 +
|-
 +
|<Name>.png
 +
|Android/New/character<Name>/pic_<Name>_LL + pic_<Name>_LL_Alpha
 +
|full body
 +
|-
 +
|Icon_Skill_<icon name>.png
 +
|Android/New/spritesui
 +
|icon name fetched from "icon" parameter in subpage /skill[X]data
 +
|-
 +
|<Name>_assimilated[_alt]_chibi_spritemap.png
 +
|Android/New/character<Name>spine/<Name>.png
 +
|sprite map (the ''_alt'' tag is used for "costume" variants) - May be optional
 +
|-
 +
|<Name>_assimilated[_alt]_chibi_skel.skel
 +
|Android/New/character<Name>spine/<Name>.skel
 +
|skel bytes - May be optional
 +
|-
 +
|<Name>_assimilated[_alt]_chibi_atlas.txt
 +
|Android/New/character<Name>spine/<Name>.atlas
 +
|atlas bytes - May be optional
 +
|-
 +
|<Name>_Upgrade.png
 +
|Android/New/character<Name>/pic_<Name>_LL_1 + pic_<Name>_LL_1_Alpha
 +
|full body - assimilation last stage (ringleaders only)
 +
|-
 +
|<Name>_Skill_CutIn.mp4
 +
|Android/New/<Name>.usm.bytes
 +
|assimilated skill anim, script:
 +
<code>
 +
for %%a in (*.usm.bytes) do (
 +
UsmToolkit.exe extract %%a
 +
ffmpeg -i %%~na.m2v -i %%~na.adx -c:v libx264 -c:a aac -b:v 4M %%~na.mp4
 +
)
 +
</code>
 +
|}
  
==Battle Results==
+
===GFL HOCs===
Select the Loot Drops you want at the end of the stage, but each item will cost Keys. Choosing to keep everything gives a 10% rebate on Key cost.
+
{| class="gf-table"
 +
! Wiki filename
 +
! Extracted from
 +
! Comments
 +
|-
 +
|<Name>_S.png
 +
|Android/New/resourcesquads/<Name>.png
 +
|
 +
|-
 +
|Icon_Skill_<icon name>.png
 +
|Android/New/spritesui
 +
|icon name fetched from "icon" parameter in /skill[X]data
 +
|-
 +
|<Name>_chibi_spritemap.png
 +
|Android/New/character<Name>spine/<Name>.png
 +
|full unit - sprite map
 +
|-
 +
|<Name>_chibi_skel.skel
 +
|Android/New/character<Name>spine/<Name>.skel
 +
|full unit - skel bytes
 +
|-
 +
|<Name>_chibi_atlas.txt
 +
|Android/New/character<Name>spine/<Name>.atlas
 +
|full unit - atlas bytes
 +
|-
 +
|<Name>[_A/_B/_C]_chibi_spritemap.png
 +
|Android/New/character<Name>spine/R_<Name>_M[1/2/3].png
 +
|single unit - sprite map
 +
|-
 +
|<Name>_chibi_skel.skel
 +
|Android/New/character<Name>spine/R_<Name>_M[1/2/3].skel
 +
|single unit - skel bytes
 +
|-
 +
|<Name>_chibi_atlas.txt
 +
|Android/New/character<Name>spine/R_<Name>_M[1/2/3].atlas
 +
|single unit - atlas bytes
 +
|-
 +
|<Name>_Promotion.jpg
 +
|Weibo (CN)/Twitter (EN) previews
 +
|Artwork with gameplay info
 +
|-
 +
|<Name>_Artwork.jpg
 +
|Reddit previews
 +
|Clean artwork
 +
|}
  
=Enemies=
+
===GFL Fairies===
*Temporary Roadblock (Sniper): Only have Max HP, Physical DEF and Operand DEF. Skill: Temporary Roadblock - Fragile obstacles that can be destroyed fast.
+
{| class="gf-table"
*Solid Roadblock (Guard): Only have Max HP, Physical DEF and Operand DEF. Skill: Solid Roadblock - A solid barrier that cannot be destroyed.
+
! Wiki filename
*Protector (Guard): Melee, Physical DEF. Skills: Halo Masking (8s) - Become immobilized for 5s. Physical DEF increased by 20%. Recovers HP equal to 50% Hashrate every second ; DEF Boost - Physical DEF +10%
+
! Extracted from
*Modesty (Warrior): Summon. Skill: Extradition - Summons a random Lesser Sanctifier to join the battle every 3 seconds at the cost equal to 5% Max HP per summon.
+
! Comments
 +
|-
 +
|<Name>[_2/_3].png
 +
|Android/New/resourcefairy
 +
|full body
 +
|-
 +
|<Name>_chibi[_2/_3].png
 +
|Android/New/resourcefairy
 +
|chibi fairy
 +
|}
  
=Functions=
+
===GFL Equipment===
Only one of each Function Card can be owned at once, duplicates of the same card serve to upgrade the card.
+
{| class="gf-table"
 +
! Wiki filename
 +
! Extracted from
 +
! Comments
 +
|-
 +
|<Name>.png
 +
|Android/New/resourceiconequip
 +
|Use square picture, not rectangle one
 +
|}
  
==Card setup==
+
===PNC Dolls===
*Type of Doll affected
+
{| class="gf-table"
*Level (each card can be upgraded two times).
+
! Wiki filename
*Icon
+
! Extracted from
*Name
+
! Comments
*Description (can be switched between simplified and advanced in game settings)
+
|-
*Function Chain: Gives bonus effects when some cards are owned at the same time.
+
|Character_Profile_<Name>.png
*Dolls affected in the current team.
+
|files\bundles\res\character_npic
*Overall estimated effectiveness gain for the Team Power.
+
|portrait
*Lock: cannot choose to discard without a prompt.
+
|-
*Select/Upgrade/Sell button
+
|<Name>[_costumeX].png
 +
|files\bundles\res\character\<Name>\lpic_<Name>\lpic_<Name>.png
 +
|full body
 +
|-
 +
|<Name>_base[2/3].png
 +
|files\bundles\res\character\<Name>_p[2/3]\lpic_<Name>_p[2/3]\lpic_<Name>_p[2/3].png
 +
|full body - first and second breakthrough
 +
|-
 +
|Icon_Skill_<name>_[passive/skill/ult].png
 +
|files\bundles\res\spriteatlas\skillicon
 +
|
 +
|-
 +
|<name>_face[X].png
 +
|files\bundles\res\character\<Name>_avg\face
 +
|
 +
|-
 +
|<Name>_Ult.mp4
 +
|files\media\videos\UltSkill\ultskill<HeroId>.usm
 +
|ultimate skill animation (decrypt with CRID.usmDemux_Tool then ffmpeg conversion)
 +
|-
 +
|PNC_<Name>_Promo[_X].[jpg/png]
 +
|Weibo previews
 +
|
 +
|}
  
==Screens==
+
===PNC Enemies===
*Select screen: Choose one of the functions displayed, or discard them for some Cache Coins. Can also spend 10 Cache Coins to Refresh the Functions offered a limited number of times. The Map button let you access the rest of the screen to review the Function Bar or Functions list, but a Function must be selected or all discarded before continuing.
+
{| class="gf-table"
*Trading Screen: See Exploration.
+
! Wiki filename
 +
! Extracted from
 +
! Comments
 +
|-
 +
|<Name>.png
 +
|files\bundles\res\character\<Name>_avg\lpic_<Name>_avg
 +
|full body
 +
|-
 +
|<Name>_face[_X].png
 +
|files\bundles\res\character\<Name>_avg\face
 +
|
 +
|-
 +
|spic_<name>.png
 +
|files\bundles\res\character_spic
 +
|icon
 +
|}

Latest revision as of 09:21, 6 June 2024

Select files (or drop them here)...

    GFL[edit]

    Texts[edit]

    • assettexttable
      • explore_affair_server,explore_affair_client: random exploration events
      • skin: individual costume names,unlock line,notebook memento,VA
      • skin_group: notebook event names+desc
      • skin_bonus: notebook completion bonus
      • career_quest, achievement
      • item: name+desc
      • furniture: name+desc
      • furniture_establish: upgradable base objects name+desc
      • furniture_classes
      • chess_seasonevent
      • fairy
      • equip
      • enemy_illustration: name+desc+VA
      • sangvis: different desc
      • enemy_illustration_skill (lore desc) / battle_skill_config+mission_skill_config (data)
      • commander_uniform
      • sangvis_gasha: banner names
      • building
      • organization
      • story_util: chapters desc
    • assettextes
      • unit lines (CharacterVoice, NewCharacterVoice)
      • Kalina lines (KalinaLevelVoice)
      • campion_ (events data)
    • assettextavg
      • assets/resources/dabao/avgtxt/ ; assets/resources/dabao/avgtxt/battleavg (match with https://github.com/randomqwerty/GFLData/blob/main/en/stc/story_util.json) : Cube: -1, -6 ; Arctic Warfare: -2, -3, -4, -5 ; Cube+: -7 ; Rabbit Hunt: -8 ; Deep Dive: -10, -11, -12, -13 ; Only Master: -14, -15 ; Singularity: -16, -17, -18 ; Glory Day: -19, -20, ; Continuum Turbulence: -24, -25, -26, -27, -28 ; Isomer: -31 ; Valhalla: -32 ; Shattered Connexion: -33 ; Freaky Pandemic: -34 ; A Snowy Night Capriccio : -35 ; Polarized Light: -36 ; The Photo Studio Mystery: -37 ; Dream Theatre: -38 ; Far Side of the Sea: -40 ; Dual Randomness: -41 : Butterfly in a Cocoon: -42 ; Bounty Feast: -43 ; Mirror Stage : -44 ; Untranslated: -45 ; My Devil's Frontline: -46 ; The Waves Wrangler: -47 ; Poincaré Recurrence: -48 ; One Coin Short: -49 ; Love Bakery: -50 ; Fixed Point: -51, -99 ; Lycan Sanctuary: -52 ; Longitudinal Strain: -54 ; Eclipses & Saros: -56 ; The Glistening Bloom: -57 ; Slow Shock: -58 ; Maze Guess: -59 ;
      • assets/resources/dabao/avgtxt/anniversary: NPCs with minus tag, assimilation with s_ tag
      • assets/resources/dabao/avgtxt/fetter/: Bookshelf of Memories
      • assets/resources/dabao/avgtxt/memoir/: Neural Upgrades
      • assets/resources/dabao/avgtxt/skin/: Notebook
      • assets/resources/dabao/avgtxt/va11/va11_1.txt: Valhalla special scenes
      • assets/resources/dabao/avgtxt/tutorials: assimilation tutorial
    • equip_group: Equip costume sets name+desc, detailed effects in battle_skill_config (join on equip_group.json-group_skill<>battle_skill_config.json.skill_group_id)

    Files[edit]

    • resourcecardhomebg: main screen backgrounds
    • spritescardbg: player ID backgrounds
    • resourceavgpicprefab__ ; resourcebossskillpic ; resourcepic__add ; resourcepic_
      • Texture2D alphas for all character types
    • resourceavgtexture_ ; resourceavgbase
      • Story illustrations
      • Sometimes contains Sprite tutorials
    • resourcecommander_ ; charactercommander ; charactersummercommander ; resourceiconcommanderemoji ; resourcecommanderemoji
      • Commander chibi Sprite, Texture2D, TextAsset .skel, MonoBehavior SkeletonData & Atlas, Shader
    • resourceiconenemy
      • _I profile icons
      • On-map structures
    • resourceiconuniform
      • Commander costumes shop icons
    • resourceiconlogo
      • factions cut-in logos
    • character_
      • For Dolls, assimilation and enemies, Sprite, Texture2D, includes alphas
      • Sometimes packages MonoBehavior skeletondata and Shader (characterunknown)
      • characterboss: groups Sangvis bosses
      • characternpc_: includes some fairies duplicated from resourcefairy
      • characterspecial: story sprites for allies
      • characterpet
    • resourcefairy
    • _spine
      • Spritesheets, atlases, shaders and scripts for all chibi dolls, enemies, map structures, pets, dorm characters and animated furniture. Still has Valkyria charas and K7. charactersupershortysangvisspine = Super Shorty during assimilation scene. charactercoffeespine = Springfield in cafe.
    • resourcespine_
    • resourceiconops
    • assetlogin1: login illustration
    • atlasclipscommonattri: Doll stats icons

    Story backgrounds[edit]

    • assets/resources/dabao/avgtxt/profiles.txt -> To find where a background is used in the story: search for the background file name in profiles.txt, check the line number, subtract one to align on zero-indexing, and search in the story files the background ID between the <BIN> tags.
      • 21Jashin: My Devil's Frontline
      • CG-Houkai: Only Master
      • 2020TCTD: Bounty Feast
      • gunCG, HenriettaCG: Dream Theater
      • va11_: Valhalla
      • BG-Djmax, CG-DJMAX: Glory Day
      • GGXX: Rabbit Hunt
      • SEAPARTY: Far Side of the Sea
      • sp2.: Cube
      • CG-2017Winter: Arctic Warfare
      • 17xh: Deep Dive
      • 2018Winter: Singularity
      • 2018Summer: Continuum Turbulence
      • 19Winter: Isomer
      • 2019summer: Shattered Connexion
      • 19christmas: A Snowy Night Capriccio
      • 2019halloween: Freaky Pandemic
      • 19winter: Polarized Light
      • 2020summer ; 20summer: Dual Randomness
      • 2020HW: Butterfly in a Cocoon
      • 2021white, 2021_ink: Mirror Stage
      • 2021summer: Poincaré Recurrence
      • 2021_Christmas: One Coin Short
      • 2022winter: Fixed Point
      • 2022summer: Longitudinal Strain
      • 2022saros
      • 2023NewYear: Mystery Box Theorem
      • 2024ghost: GITS collab

    Special unit names[edit]

    • BOSS-7: Gager
    • BOSS-9: Architect
    • BOSS-11: Dreamer
    • BossJustice: Judge
    • Weaver: Ouroboros
    • resourceavgpicprefabsd\DUMMY_N ?
    • 春田咖啡, m1903, coffee: Springfield
    • ar: Galil
    • mlemk: Lee-Enfield
    • dupijin: Dupieux
    • mrsgray
    • excutioner: Executioner
    • soldier: Gunner
    • ISC -> Papasha mech
    • landmine_beach -> krab
    • PM -> Makarov (close to pm06, pm1910 and pm9)
    • Rogue -> Machlian or Dandelion
    • Shark -> Sharkitect
    • Gunner -> Soldier_New / StreletPlus
    • Teal -> Grig
    • TeslaTrooper -> Minotaurus
    • Squad -> HOCs
    • TOW -> BGM-71
    • Nyto_mecha -> Tareus; Nyto_mecha2 -> Sana
    • aps -> Stechkin
    • CETME556 -> Model L
    • 95type / 97type / type64 (Howa Type 64) / type100 / type88 (Type 88) / type62 / 59type / 56typeR / 81typeR / 80type / 88type (Hanyang Type 88) / 79type / 64type (Type 64) / 561type / 63type / 4type (4 Shiki) / 06typesmg / howatype89 / 92type
    • 98k -> Kar98k
    • m1 -> M1 Garand (close to m110, m1911, etc)
    • tt33 -> Tokarev
    • sps -> Serdyukov
    • scar -> Steyr ACR
    • oc44 -> OTs-44
    • js127 -> JS05
    • cbjms -> C-MS
    • 357 -> Astra Revolver
    • browninghp -> HP-35
    • kp31 -> Suomi
    • warjack -> Mobile Armor mecha
    • hezism1 -> SM-1
    • fnspr -> SPR A3G
    • fliegen -> drones
    • dtasrs -> SRS
    • PDW -> Honey Badger

    Sorting bat[edit]

    @echo off for /f "skip=1" %%i in ('wmic os get localdatetime') do if not defined fulldate set fulldate=%%i set foldername=GFextract%fulldate:~0,8% md %foldername% md %foldername%\alphas md %foldername%\storybg md %foldername%\sounds md %foldername%\videos md %foldername%\commander md %foldername%\NPC md %foldername%\units md %foldername%\furnitures md %foldername%\menus md %foldername%\maps md %foldername%\eventmenus md %foldername%\guide md %foldername%\particles md %foldername%\live2d md %foldername%\spines md %foldername%\text md %foldername%\battlebg md %foldername%\icons

    set "source=%~dp0\" set "destination=%foldername%\alphas" robocopy "%source%" %destination% *resourceavgpic*.ab /mov robocopy "%source%" %destination% *resourcepic*.ab /mov robocopy "%source%" %destination% *resourceboss*.ab /mov set "destination=%foldername%\storybg" robocopy "%source%" %destination% *resourceavgtexture*.ab /mov robocopy "%source%" %destination% *resourceavgbase*.ab /mov set "destination=%foldername%\sounds" robocopy "%source%" %destination% *.acb.bytes /mov set "destination=%foldername%\videos" robocopy "%source%" %destination% *.usm.bytes /mov set "destination=%foldername%\commander" robocopy "%source%" %destination% *resourcecommanderclass*.ab /mov robocopy "%source%" %destination% *resourceiconuniform*.ab /mov robocopy "%source%" %destination% *charactercommander*.ab /mov robocopy "%source%" %destination% *charactersummercommander*.ab /mov robocopy "%source%" %destination% *resourceiconcommanderemoji*.ab /mov robocopy "%source%" %destination% *resourcecommanderemoji*.ab /mov set "destination=%foldername%\furnitures" robocopy "%source%" %destination% *furniture*.ab /mov robocopy "%source%" %destination% *spritesdorm*.ab /mov set "destination=%foldername%\live2d" robocopy "%source%" %destination% *live2d*.ab /mov set "destination=%foldername%\spines" robocopy "%source%" %destination% *spine*.ab /mov set "destination=%foldername%\NPC" robocopy "%source%" %destination% *characternpc*.ab /mov set "destination=%foldername%\maps" robocopy "%source%" %destination% *assetmap*.ab /mov set "destination=%foldername%\eventmenus" robocopy "%source%" %destination% *activemap*.ab /mov robocopy "%source%" %destination% *activityops*.ab /mov robocopy "%source%" %destination% *resourceactivitymap*.ab /mov set "destination=%foldername%\guide" robocopy "%source%" %destination% *guide*.ab /mov set "destination=%foldername%\particles" robocopy "%source%" %destination% *assetparticles*.ab /mov set "destination=%foldername%\icons" robocopy "%source%" %destination% *resourcenotebook*.ab /mov robocopy "%source%" %destination% *spritescardbg*.ab /mov robocopy "%source%" %destination% *resourceicon*.ab /mov robocopy "%source%" %destination% *spritesguncamps*.ab /mov robocopy "%source%" %destination% *spritesui*.ab /mov robocopy "%source%" %destination% *spritesdeploymentbuilding*.ab /mov robocopy "%source%" %destination% *resourcecardavatar*.ab /mov robocopy "%source%" %destination% *resourcecardhomebg*.ab /mov set "destination=%foldername%\menus" robocopy "%source%" %destination% *spriteshome*.ab /mov robocopy "%source%" %destination% *atlasclips*.ab /mov robocopy "%source%" %destination% *characterbuild*.ab /mov robocopy "%source%" %destination% *spritestips*.ab /mov robocopy "%source%" %destination% *spritescredits*.ab /mov

    robocopy "%source%" %destination% *assetotherres*.ab /mov robocopy "%source%" %destination% *assetthreedscenes*.ab /mov robocopy "%source%" %destination% *assetmotherbase*.ab /mov robocopy "%source%" %destination% *assettheater*.ab /mov robocopy "%source%" %destination% *assetmaterials*.ab /mov robocopy "%source%" %destination% *assetplayable*.ab /mov robocopy "%source%" %destination% *assetmanual*.ab /mov robocopy "%source%" %destination% *assetassetother*.ab /mov robocopy "%source%" %destination% *assetspecialops*.ab /mov robocopy "%source%" %destination% *assetshader*.ab /mov robocopy "%source%" %destination% *assetfonts*.ab /mov robocopy "%source%" %destination% *assetlogin*.ab /mov robocopy "%source%" %destination% *assetanimation*.ab /mov robocopy "%source%" %destination% *assetflightchessmap*.ab /mov

    robocopy "%source%" %destination% *resourceavglanguage*.ab /mov robocopy "%source%" %destination% *resourcecard*.ab /mov robocopy "%source%" %destination% *resourcebattle*.ab /mov robocopy "%source%" %destination% *resourcetitle*.ab /mov robocopy "%source%" %destination% *resourcefairy*.ab /mov robocopy "%source%" %destination% *resourcetopstory*.ab /mov robocopy "%source%" %destination% *resourceeffect*.ab /mov robocopy "%source%" %destination% *resource*prefab*.ab /mov robocopy "%source%" %destination% *resourceguncamps*.ab /mov robocopy "%source%" %destination% *resourcetargettrain*.ab /mov robocopy "%source%" %destination% *resourcesquad*.ab /mov robocopy "%source%" %destination% *resourcefetter*.ab /mov robocopy "%source%" %destination% *resourceprofiles*.ab /mov robocopy "%source%" %destination% *resourcefontsprefabs*.ab /mov robocopy "%source%" %destination% *resourcewishgunbg*.ab /mov robocopy "%source%" %destination% *resourceworldcollide*.ab /mov robocopy "%source%" %destination% *resourcesquads.ab /mov robocopy "%source%" %destination% *resourcetheater.ab /mov set "destination=%foldername%\units" robocopy "%source%" %destination% *character*.ab /mov set "destination=%foldername%\text" robocopy "%source%" %destination% *text*.ab /mov set "destination=%foldername%\battlebg" robocopy "%source%" %destination% *sprites*.ab /mov

    exit /b

    PNC Files[edit]

    • AvgConfig.*.AvgCfg_*.lua : story chapter configuration
    • AvgConfig.*.AvgLang_*_EN_US.lua : raw text
    • CharacterTextConfig.*_EN_US.lua : Files + Story text
    • CvTextConfig.*_EN_US.lua : voice lines transcriptions
    • LuaConfigs.loading_tips.lua: loading screens text
    • LuaConfigs.noun_des.lua : most worldview entries
    • LuaConfigs.locale_text.lua.bytes.txt : loose strings data (use lister in UTF-8 for CN version)
    • LuaConfigs.skin.lua.bytes: Skin names and descriptions
    • LuaConfigs.item.lua.bytes: Item descriptions (match id and furniture textures with LuaConfigs.dorm_furniture.lua.bytes.txt)
    • LuaConfigs.activity_name.lua.bytes: Events names
    • LuaConfigs.hero_relationship.lua.bytes
    • LuaConfigs.camp.lua.bytes: hero factions
    • LuaConfigs.event.lua.bytes/event_replace_txt + LuaConfigs.event_choice.lua.bytes.txt/event_assist: Anomaly Nodes (regular exploration) - 5 first numbers of IDs encode the story part/event - last number of ID encode the stage number
    • LuaConfigs.warchess_event.lua.bytes + LuaConfigs.warchess_event_choice.lua.bytes.lua: Anomaly Nodes (Matrix Mode)
    • LuaConfigs.hero_data.lua.bytes: hero id
    • LuaConfigs.avg_character.lua.bytes.lua: hero id in stories
    • LuaConfigs.sector.lua.bytes.txt: chapters + event names
    • LuaConfigs.sector_stage.lua.bytes.txt: stages names
    • spriteatlas/athsuiticon: Algo Sets icons
    • LuaConfigs.noun_des: World View (Horizon Records -> Type = 7)
    • tables.ab\BattleSkillCfg.bytes: skills description
    • spriteatlas\skillicon.ab: hero + commander + enemy skill icons
    • LuaConfigs.monster.lua.bytes.lua: Enemies names, description, skills id
    • LuaConfigs.battle_grid.lua.bytes.lua: Grid effects names and descriptions
    • spriteatlas\explorationicon.ab: protocol, active tiles, function pools icons
    • spriteatlas\commonicon.ab: items, dorm, functions, attributes icons
    • images\activity\whiteday22.ab: white day portraits 1024
    • LuaConfigs.career.lua.bytes.lua: Classes ids and names
    • images\loginbg.ab: login artwork
    • LuaConfigs.skill_label_info.lua.bytes: Skill effects tooltips
    • LuaConfigs.attribute.lua.bytes.lua: Names and IDs of hero stats (calculation formulas in Game.PlayerData.Hero.HeroData.lua.bytes.lua + Game.PlayerData.AttributeBonus.lua.bytes + LuaConfigs.hero_star.lua.bytes + LuaConfigs.hero_potential.lua.bytes)
    • images\dynhead.ab: animated profile pictures
    • images\mainscenebg.ab: main menu backgrounds
    • images\oasisbuilding.ab
    • images\sectoricon.ab
    • spriteatlas\ui_signinminigamebq.ab: Anniversary Emote Generator chibis
    • spriteatlas\sectorbuilding: Procedural Efficiency/Specialty Training icons
    • LuaConfigs.warchess_tip.lua.bytes + LuaConfigs.guide_step.lua.bytes.lua: Warchess story nodes

    GFL2[edit]

    • GF2Exilium > GF2 Game > GF2_Exilium_Data
      • StreamingAssets > Audio+PC: launch movie+voices
      • LocalCache > Data
        • Table: Human-readable data
        • AssetBundles_Windows: All assets
          • Images
            • Avatar_Bust_* <- For infobox (also indicates rarity in title)
            • Avatar_Gacha_*
            • Avatar_Half_*
            • Avatar_Head_*
            • Avatar_Whole_* (does not include full art of costumes)
            • BG_*
            • Buff_*
            • CG_* or *CG_*
            • *PerCG*
            • Icon_Achievement_*
            • Icon_BulletHit_*
            • Icon_ChrTalent_*
            • Icon_*_Reward
            • Icon_Darkzone_*
            • Icon_Professional_*
            • Icon_Weapon_*
            • Img_Activity*Bg*
            • Img_ArchivesCenter_Bg2
            • Img_Branch_*
            • Img_CampLogo_*
            • Img_ChrSkinPic*
            • Img_GashaponPic_*
            • Img_LennaMain_Bg
            • Img_NewTask_Avatar*
            • Img_RubyStore_Cat
            • Img_SkinDiscount_*_Chr
            • Img_StoreAccrue_Role
            • Item_*
            • login_texture_logo3
            • Monster_Bust_*
            • Monster_Half_*
            • Monster_Head_*
            • Monster_Whole_*
            • Skill_*
            • Weapon_
          • Assets > ArtsResource > Audio > CriWare: sounds, voices
          • Assets > Cutscene > Video > PC > GunGet: new unit get videos

    RCCB[edit]

    • ReverseCollapse_Data > StreamingAssets > win
      • level: Raw levels data
      • txtfile (Secret Documents content, without title)
      • table
        • secretfile (Secret Documents title and txtfile ID)
      • strings
        • item_string
        • skill_string
        • terrainbuff_string
        • terrainblock_string
        • levelbrief_string
        • levelinfo_string (ID+title+desc)
        • unitskin_string
        • storydialog_string (includes campfire discussions)
        • itemkey_string
        • weaponaccessory_string
        • storyoption_string (story choices)
        • secretfile_package_string
        • keyword_string
        • achievement_string
        • secretfile_string
        • itemcollection_string
      • DlcAB
        • dlc_2660430_sprite: costumes
      • Icon
        • collection: achievements icons, story cgs
        • help: enemies splash screens
        • item
        • keywordimage
        • level_bigmap (URNC roster?)
        • mainback (main menu?)
        • mainremake (new-old logo)
        • park (map?)
        • portrait (non-final images)
        • preparebg+prepare_save_screenshots
        • secretdoc+secretdoc_icon (not readable)
        • skill
        • storybg
        • timemap
        • unit (icons+full sprite (_drawing))
        • weapon (with weapon parts)
      • MapPrefab (all map assets)
      • Prefab
        • avatar (Live2D)
        • titleprefab (old menus)
        • uiprefabd (documents, game logo, )

    Files processes[edit]

    GFL Dolls[edit]

    Wiki filename Extracted from Comments
    <Name>[_costumeX].png Android/New/character<Name>/pic_<Name>[_HD] + pic_<Name>[_HD]_Alpha (use René's tool to combine) full body - main (previews are shared on all socials)
    <Name>[_costumeX]_D.png Android/New/character<Name>/pic_<Name>_D[_HD] + pic_<Name>_D[_HD]_Alpha full body - damaged (previews are shared only on TW and EN socials)
    <Name>[_costumeX]_S.png Android/New/character<Name>/pic_<Name>_N portrait (use René's extractor to separate and recrop)
    Icon_Skill_<icon name>.png Android/New/spritesui icon name fetched from "icon" parameter in /skill[X]data
    <Name>[_costumeX]_chibi[_dorm]_spritemap.png Android/New/character<Name>spine/<Name>.png sprite map. There may be another spritemap with the "R" prefix for dorms.
    <Name>[_costumeX]_chibi[_dorm]_skel.skel Android/New/character<Name>spine/<Name>.skel skel bytes. The "R" version is necessary for the dorm animations switch to work.
    <Name>[_costumeX]_chibi[_dorm]_atlas.txt Android/New/character<Name>spine/<Name>.atlas atlas bytes. There may be another atlas with the "R" prefix for dorms.
    Live2D (all assets defined in /Live2DSettings - get hit_areas from CubismHitDrawable - archives internally organized in normal and destroy)
    <Name>[_costumeX][_D]_live2d_texture.png Android/New/live2dnewgun<Name>/*.png
    <Name>[_costumeX][_D]_live2d_[motion id].mtn Android/New/live2dnewgun<Name>/*.fade.json (AnimationClip)
    <Name>[_costumeX][_D]_live2d_model.moc Android/New/live2dnewgun<Name>/*.fbx (Animator)
    <Name>[_costumeX][_D]_live2d_physics.txt Only for old Live2D

    GFL Enemies[edit]

    Wiki filename Extracted from Comments
    <Name>_I.png Android/New/resourceiconenemy icon
    <Name>_S.png Android/New/character<Name>/pic_<Name>_SS + pic_<Name>_SS_Alpha portrait
    <Name>.png Android/New/character<Name>/pic_<Name>_LL + pic_<Name>_LL_Alpha full body
    Icon_Skill_<icon name>.png Android/New/spritesui icon name fetched from "icon" parameter in subpage /skill[X]data
    <Name>_chibi_spritemap.png Android/New/character<Name>spine/<Name>.png sprite map
    <Name>_chibi_skel.skel Android/New/character<Name>spine/<Name>.skel skel bytes
    <Name>_chibi_atlas.txt Android/New/character<Name>spine/<Name>.atlas atlas bytes

    GFL Assimilated[edit]

    Name must always remain the base enemy name without attachment (even for alt versions).

    If there is only one set of animation files in the game (no "ally" fileset), reuse enemy files.

    Wiki filename Extracted from Comments
    <Name>_S.png Android/New/character<Name>/pic_<Name>_SS + pic_<Name>_SS_Alpha portrait
    <Name>.png Android/New/character<Name>/pic_<Name>_LL + pic_<Name>_LL_Alpha full body
    Icon_Skill_<icon name>.png Android/New/spritesui icon name fetched from "icon" parameter in subpage /skill[X]data
    <Name>_assimilated[_alt]_chibi_spritemap.png Android/New/character<Name>spine/<Name>.png sprite map (the _alt tag is used for "costume" variants) - May be optional
    <Name>_assimilated[_alt]_chibi_skel.skel Android/New/character<Name>spine/<Name>.skel skel bytes - May be optional
    <Name>_assimilated[_alt]_chibi_atlas.txt Android/New/character<Name>spine/<Name>.atlas atlas bytes - May be optional
    <Name>_Upgrade.png Android/New/character<Name>/pic_<Name>_LL_1 + pic_<Name>_LL_1_Alpha full body - assimilation last stage (ringleaders only)
    <Name>_Skill_CutIn.mp4 Android/New/<Name>.usm.bytes assimilated skill anim, script:

    for %%a in (*.usm.bytes) do ( UsmToolkit.exe extract %%a ffmpeg -i %%~na.m2v -i %%~na.adx -c:v libx264 -c:a aac -b:v 4M %%~na.mp4 )

    GFL HOCs[edit]

    Wiki filename Extracted from Comments
    <Name>_S.png Android/New/resourcesquads/<Name>.png
    Icon_Skill_<icon name>.png Android/New/spritesui icon name fetched from "icon" parameter in /skill[X]data
    <Name>_chibi_spritemap.png Android/New/character<Name>spine/<Name>.png full unit - sprite map
    <Name>_chibi_skel.skel Android/New/character<Name>spine/<Name>.skel full unit - skel bytes
    <Name>_chibi_atlas.txt Android/New/character<Name>spine/<Name>.atlas full unit - atlas bytes
    <Name>[_A/_B/_C]_chibi_spritemap.png Android/New/character<Name>spine/R_<Name>_M[1/2/3].png single unit - sprite map
    <Name>_chibi_skel.skel Android/New/character<Name>spine/R_<Name>_M[1/2/3].skel single unit - skel bytes
    <Name>_chibi_atlas.txt Android/New/character<Name>spine/R_<Name>_M[1/2/3].atlas single unit - atlas bytes
    <Name>_Promotion.jpg Weibo (CN)/Twitter (EN) previews Artwork with gameplay info
    <Name>_Artwork.jpg Reddit previews Clean artwork

    GFL Fairies[edit]

    Wiki filename Extracted from Comments
    <Name>[_2/_3].png Android/New/resourcefairy full body
    <Name>_chibi[_2/_3].png Android/New/resourcefairy chibi fairy

    GFL Equipment[edit]

    Wiki filename Extracted from Comments
    <Name>.png Android/New/resourceiconequip Use square picture, not rectangle one

    PNC Dolls[edit]

    Wiki filename Extracted from Comments
    Character_Profile_<Name>.png files\bundles\res\character_npic portrait
    <Name>[_costumeX].png files\bundles\res\character\<Name>\lpic_<Name>\lpic_<Name>.png full body
    <Name>_base[2/3].png files\bundles\res\character\<Name>_p[2/3]\lpic_<Name>_p[2/3]\lpic_<Name>_p[2/3].png full body - first and second breakthrough
    Icon_Skill_<name>_[passive/skill/ult].png files\bundles\res\spriteatlas\skillicon
    <name>_face[X].png files\bundles\res\character\<Name>_avg\face
    <Name>_Ult.mp4 files\media\videos\UltSkill\ultskill<HeroId>.usm ultimate skill animation (decrypt with CRID.usmDemux_Tool then ffmpeg conversion)
    PNC_<Name>_Promo[_X].[jpg/png] Weibo previews

    PNC Enemies[edit]

    Wiki filename Extracted from Comments
    <Name>.png files\bundles\res\character\<Name>_avg\lpic_<Name>_avg full body
    <Name>_face[_X].png files\bundles\res\character\<Name>_avg\face
    spic_<name>.png files\bundles\res\character_spic icon