Glossary
Tools and packages
Section titled “Tools and packages”CrystalWorkshop
Section titled “CrystalWorkshop”The modding editor (crystalworkshop, ALPHA). It reads the game,
edits it in a pending change set, and exports shards or loose files.
crystalw
Section titled “crystalw”CrystalWorkshop’s command-line tool. crystalw --mcp serves MCP
headless (Enabling MCP).
PulseDepot
Section titled “PulseDepot”The mod manager (BETA). It lists, orders, reviews and installs mods, and installs Crux.
The mod host loaded by the game. It serves the Crux image’s files to the game and loads mods’ native units. It comes in two builds:
Crux.dll, a NovaFix addon inaddons/;version.dll, standalone beside the game executable.
It logs to Crux.jsonl and reads Crux.ini.
Crux image (active.crximg)
Section titled “Crux image (active.crximg)”One file that PulseDepot merges from every enabled mod, written to Crux’s
mod folder (mod_data).
Shard (.cws, CrystalWorkshop Shard)
Section titled “Shard (.cws, CrystalWorkshop Shard)”A portable mod. It holds:
- the changes, as patches against the player’s own original files;
- scripts, as Java patches;
- metadata, a changelog and an image;
- optional native units;
- the author’s editable project, encrypted to the author key.
Older shards use .bin.
Unit (native code)
Section titled “Unit (native code)”A DLL inside a shard that Crux loads into the game process. PulseDepot marks it DLL / NATIVE CODE.
Author key
Section titled “Author key”Your key, in ~/.config/ff13-studio/author/ on Linux (the matching
app-data folder on Windows). It lets you, and only you, reopen your shards
as editable projects.
Nova Chrysalia package (.ncmp)
Section titled “Nova Chrysalia package (.ncmp)”An older mod package made for the Nova Chrysalia mod manager: a ZIP with modconfig.ini and
Data/, EN-Data/, JP-Data/ or Code/ folders. PulseDepot imports
it.
NovaFix
Section titled “NovaFix”A third-party DXVK/d3d9 fix for the games. When it is installed, Crux runs
as its addon. The d3d9.dll in the game folder belongs to NovaFix;
PulseDepot never ships or changes it.
DXVK / D3D9
Section titled “DXVK / D3D9”D3D9 is the Direct3D 9 graphics interface the games draw with. DXVK runs
D3D9 on top of Vulkan. CrystalWorkshop uses DXVK to draw model, VFX and
scene previews with the game’s own shaders. It needs a GPU driver with
Vulkan 1.3 support. The Windows package includes DXVK
(dxvk\d3d9.dll); on Linux you install DXVK-native (libdxvk_d3d9.so)
(Installing).
Java Development Kit: java plus the javac compiler (a Java runtime
alone has no javac). Script work needs version 17 or newer. It is not
bundled (Installing).
Vineflower
Section titled “Vineflower”The Java decompiler that turns CLB scripts into Java source. It is
included in the packages (support/ff13-studio/tools/).
Experimental
Section titled “Experimental”A feature that is partial or not yet verified for a game. It may change or fail.
Loose files / mod_data
Section titled “Loose files / mod_data”Changed files written straight into the game folder’s mod_data, which
Crux serves in place of archive files. This is an alternative to a shard
for your own testing.
Pending change
Section titled “Pending change”An edit that CrystalWorkshop holds in memory and in its workspace until you export. The Changes page lists them.
Model Context Protocol, the way AI clients call CrystalWorkshop.
Game files
Section titled “Game files”A database sheet, such as db/resident/item.wdb. In XIII-2 and LR, many
sheets are records inside wdbpack.bin record packs.
A compressed text file, one per locale, grouped as
txtres/<area>/<name>/txtres. It carries {Tag} control codes.
A zone layout (scene), such as scene/lay/sceneNNNNN/bin/*.win32.lyb. It
places background chips, characters, triggers, lights, sounds, VFX and
markers. In XIII-2 and LR, layouts are members of an .xwp pack (for
example s00010a).
Placement
Section titled “Placement”One placed object in an LYB. It has a transform, fields and often a template (a shared shape or definition).
Map set
Section titled “Map set”The set of background blocks a zone loads.
ScreenEnv / DrawEnv
Section titled “ScreenEnv / DrawEnv”The screen and lighting environment records of a layout. LR’s time of day comes from ScreenEnvs keyed by hour.
TRB / IMGB
Section titled “TRB / IMGB”A model or resource container (.trb) and its paired image data
(.imgb).
A compiled game script class, decompiled to Java by Vineflower and recompiled by javac.
ACB / MCB
Section titled “ACB / MCB”Action schedules (tracks, clips, effects) and motion commands of a motion pack.
The XIII-2 / LR pack that holds a zone’s layouts (LYB members such as
s00010a).
The XIII script archive that holds CLB classes.
A model material’s shader parameters (the Materials panel).
glTF (.glb)
Section titled “glTF (.glb)”An open 3D model format that Blender and other tools read and write. CrystalWorkshop exports models to glTF for editing and imports them back.
Tier A / Tier B
Section titled “Tier A / Tier B”How a model import is rated. Tier A changes patch the existing model and can be applied. Tier B changes (new vertices, triangles, materials or bones) are reported but not applied yet.
The query language of the Query panel. Sheets appear as tables you
can read and change with SELECT, UPDATE, INSERT and DELETE.
A colour look-up table: the colour grading of a scene.
An audio stream. Banks live in sound/pack/*.wpd.
A pack of named sub-files (for example sound banks, or record packs).
A graphics pack, such as the Crystarium’s crystal.win32.xgr.
VFX terms
Section titled “VFX terms”Visual effects: spells, hits, auras and other effects, stored in effect packages.
VFX package (.xfv)
Section titled “VFX package (.xfv)”An effect package, vfx/.../veffs.<locale>.win32.xfv.
One effect in a package, with its models, textures and units.
A timed part of an effect: lifetime, loop, colour, controls and an emitter. This is not the same as a native code unit.
Control
Section titled “Control”What a unit draws: a model, a texture item or a particle item. This is where reference swaps happen.
Emitter
Section titled “Emitter”The particle source of a unit: capacity, life, size, spin, fades, form.
vlea / leaf
Section titled “vlea / leaf”An attachment point that places an effect, with its translation, rotation and scale.
The models of a package.
Effect time units, 300000 per second.
Partial play
Section titled “Partial play”Effect parts the player cannot draw yet. The Partial: N of M parts banner lists them.
