This is an essential file for booting Kingdom Hearts II and it contains everything related to the battle system.
It is a BAR file and contains the following subfiles:
Atkp
Contains the parameters for the various actions in the game.
The damage effects’ values on MSET files point to this table.
Atkp Structure
Amount |
Description |
1 |
Atkp header |
2713 |
Atkp entries |
Offset |
Variable Type |
Description |
0 |
uint32 |
File type (6) |
4 |
uint32 |
Entry Count |
Atkp Entry
Offset |
Variable Type |
Description |
0 |
uint16 |
SubId |
2 |
uint16 |
Id |
4 |
uint8 |
Type |
5 |
uint8 |
Critical Adjust (0 normal, 1 half damage, 2 no damage) |
6 |
uint16 |
Power |
8 |
uint8 |
Team (Deal damage to: 0/1/2 Enemies, 3/4/5 Enemies and allies…) |
9 |
uint8 |
Element (0 phys, 1 fire, 2 blizz, 3 thun…) |
10 |
uint8 |
Enemy Reaction (Whether an enemy is flinched, knocked…) |
11 |
uint8 |
Effect on hit (0 none, other values = different effects) |
12 |
int16 |
Knockback Strength 1 (Distance depends on enemy weight) |
14 |
int16 |
Knockback Strength 2 (Distance depends on enemy weight) |
16 |
int16 |
??? |
18 |
uint8 |
Flags |
19 |
uint8 |
Refact Self |
20 |
uint8 |
Refact Other |
21 |
uint8 |
Reflected motion (Points to the slot in the MSET to be triggered when the attack is reflected) |
22 |
int16 |
Reflect Hit Back |
24 |
int32 |
Reflect Action |
28 |
int32 |
Hit Sound Effect |
32 |
uint16 |
Reflect RC |
34 |
uint8 |
Reflect Range |
35 |
int8 |
Reflect Angle |
36 |
uint8 |
Damage Effect |
37 |
uint8 |
Switch |
38 |
uint16 |
Interval (1 hit every X frames) |
40 |
uint8 |
Floor Check |
41 |
uint8 |
Drive drain (Adds on normal state, reduces when in a form) |
42 |
uint8 |
Revenge damage |
43 |
uint8 |
Tr Reaction |
44 |
uint8 |
Combo Group |
45 |
uint8 |
Random Effect |
46 |
uint8 |
Kind |
47 |
uint8 |
HP drain (Adds on normal state, reduces when in a form) |
Type
Id |
Description |
0 |
Normal attack |
1 |
Pierce armor |
2 |
Guard |
3 |
S Guard |
4 |
Special |
5 |
Cure |
6 |
C Cure |
Flags
Position |
Size |
Description |
0 |
1 |
BG Hit |
1 |
1 |
Limit PAX |
2 |
1 |
Land |
3 |
1 |
Capture PAX |
4 |
1 |
Thank you |
5 |
1 |
Kill Boss |
Refact
Id |
Description |
0 |
Reflect |
1 |
Guard |
2 |
Nothing |
Tr Reaction
Id |
Description |
0 |
Attack |
1 |
Charge |
2 |
Crash |
3 |
Wall |
Kind
Position |
Size |
Description |
0 |
1 |
Combo Finisher |
1 |
1 |
Air Combo Finisher |
2 |
1 |
Reaction Command |
Ptya
Contains data for the party’s attacks.
Contains a list of pointers that point to the offset of a Ptya set. There are multiple pointers for multiple sets.
Ptya sets contain the list of attack animations a character use in certain situations in a combo.
Ptya Structure
Amount |
Description |
1 |
Ptya header |
70 |
Ptya pointers |
15 |
Ptya sets |
Offset |
Variable Type |
Description |
0 |
uint32 |
File type (2) |
4 |
uint32 |
Pointer Count |
Ptya Set Structure
Amount |
Description |
1 |
Ptya Set Header |
X |
Ptya Set Entry |
Offset |
Type |
Description |
0 |
uint32 |
Ptya Set Entry Count |
Ptya Set Entry
Offset |
Type |
Description |
0 |
uint8 |
Id |
1 |
uint8 |
Type |
2 |
int8 |
Sub |
3 |
int8 |
Combo Offset |
4 |
uint32 |
Flag |
8 |
uint16 |
Motion Id * |
10 |
uint16 |
Next Motion Id * |
12 |
float |
Jump |
16 |
float |
Jump Max |
20 |
float |
Jump Min |
24 |
float |
Speed Min |
28 |
float |
Speed Max |
32 |
float |
Near |
36 |
float |
Far |
40 |
float |
Low |
44 |
float |
High |
48 |
float |
Inner Min |
52 |
float |
Inner Max |
56 |
float |
Blend Time |
60 |
float |
Distance Adjust |
64 |
uint16 |
Ability - SubId on Item |
66 |
uint16 |
Score |
* Multiply by 4 to get the slot of the motion in the entity’s moveset file.
Przt
Contains the item drop table.
The ID of the entry is assigned in the AI of the object.
Przt Structure
Amount |
Description |
1 |
Przt header |
184 |
Przt entries |
Offset |
Variable Type |
Description |
0 |
uint32 |
File type (2) |
4 |
uint32 |
Entry Count |
Przt Entry
Offset |
Type |
Description |
00 |
uint16 |
ID |
02 |
uint8 |
Small HP orbs |
03 |
uint8 |
Big HP orbs |
04 |
uint8 |
Big Money orbs |
05 |
uint8 |
Medium Money orbs |
06 |
uint8 |
Small Money orbs |
07 |
uint8 |
Small MP orbs |
08 |
uint8 |
Big MP orbs |
09 |
uint8 |
Small Drive orbs |
10 |
uint8 |
Big Drive orbs |
11 |
uint8 |
Padding |
12 |
uint16 |
Item 1 (Refer to ITEM from 03system) - ITEM/ABILITY LIST |
14 |
int16 |
Item 1 Drop Percentage |
16 |
uint16 |
Item 2 (Refer to ITEM from 03system) - ITEM/ABILITY LIST |
18 |
int16 |
Item 2 Drop Percentage |
20 |
uint16 |
Item 3 (Refer to ITEM from 03system) - ITEM/ABILITY LIST |
22 |
int16 |
Item 3 Drop Percentage |
Vtbl
Contains data for randomizing voice clips.
Vtbl Structure
Amount |
Description |
1 |
Vtbl header |
241 |
Vtbl entries |
Offset |
Variable Type |
Description |
0 |
uint32 |
File type (1) |
4 |
uint32 |
Entry Count |
Vtbl Entry
Offset |
Type |
Description |
0 |
uint8 |
Character - CHARACTER LIST |
1 |
uint8 |
Id |
2 |
uint8 |
Priority |
3 |
uint8 |
Reserved |
4 |
int8 |
Voice 1 |
5 |
int8 |
Voice 1 Chance |
6 |
int8 |
Voice 2 |
7 |
int8 |
Voice 2 Chance |
8 |
int8 |
Voice 3 |
9 |
int8 |
Voice 3 Chance |
10 |
int8 |
Voice 4 |
11 |
int8 |
Voice 4 Chance |
12 |
int8 |
Voice 5 |
13 |
int8 |
Voice 5 Chance |
Lvup
Contains the level-up table for every playable character.
The Lvup entries follow this sequence:
Character sequence
- Sora / Roxas
- Donald
- Goofy
- Mickey
- Auron
- Ping / Mulan
- Aladdin
- Sparrow
- Biest
- Jack
- Simba
- Tron
- Riku
NOTE: The first character pointer doesn’t point to any character. May be some kind of padding.
Lvup Structure
Amount |
Description |
1 |
Lvup header |
13 |
Character pointer |
13 |
Character |
Offset |
Variable Type |
Description |
0 |
uint32 |
File type (2) |
4 |
uint32 |
Character pointer count |
Character pointer
Offset |
Variable Type |
Description |
0 |
uint32 |
Offset of the character (Measured in 4 bytes, so 10 means offset 40) |
4 |
uint32 |
Padding |
Character Structure
Amount |
Description |
1 |
Character header |
99 |
Lvup Entry |
Offset |
Type |
Description |
00 |
uint32 |
Lvup entry count |
04 |
uint32 |
Padding |
Lvup Entry
Offset |
Type |
Description |
00 |
int32 |
Needed EXP for next level |
04 |
uint8 |
Strength of Character |
05 |
uint8 |
Magic of Character |
06 |
uint8 |
Defense of Character |
07 |
uint8 |
AP of Character |
08 |
uint16 |
Ability given when using Sword route - ITEM/ABILITY LIST |
10 |
uint16 |
Ability given when using Shield route - ITEM/ABILITY LIST |
12 |
uint16 |
Ability given when using Staff route - ITEM/ABILITY LIST |
14 |
uint8[2] |
Padding |
Bons
Contains reward items (GET! BONUS).
The ID is assigned in the msn file (first sub file, offset 0xD).
Bons Structure
Amount |
Description |
1 |
Bons header |
179 |
Bons entries |
Offset |
Type |
Description |
0 |
int32 |
File type (2) |
4 |
int32 |
Number of ‘Bons’ entries |
Bons entry
Btlv
Contains the table for battle level of each world. Whether each entry is enabled or not is determined by a progress flag and the final battle level will be the sum of all of the world’s enabled battle level entries.
Btlv Structure
Amount |
Description |
1 |
Btlv header |
20 |
Btlv entries |
Offset |
Variable Type |
Description |
0 |
uint32 |
File type (1) |
4 |
uint32 |
Entry Count |
Btlv Entry
Offset |
Type |
Description |
00 |
int32 |
Id |
04 |
int32 |
Progress Flag |
08 |
uint8 |
World ZZ |
09 |
uint8 |
World of Darkness |
10 |
uint8 |
Twilight Town |
11 |
uint8 |
Destiny Islands |
12 |
uint8 |
Hollow Bastion |
13 |
uint8 |
Beast’s Castle |
14 |
uint8 |
Olympus Coliseum |
15 |
uint8 |
Agrabah |
16 |
uint8 |
Land of Dragons |
17 |
uint8 |
100 Acre Woods |
18 |
uint8 |
Pride Lands |
19 |
uint8 |
Atlantica |
20 |
uint8 |
Disney Castle |
21 |
uint8 |
Timeless River |
22 |
uint8 |
Halloween Town |
23 |
uint8 |
World Map |
24 |
uint8 |
Port Royal |
25 |
uint8 |
Space Paranoids |
26 |
uint8 |
The World That Never Was |
27 |
uint8[5] |
Padding |
Lvpm
Contains the level-up table for the enemies. Based on the level of an enemy, a specific level, containing multiplying values, will be applied over the base statistics of an enemy.
Lvpm Structure
Amount |
Description |
99 |
Lvpm entries |
Lvpm Entry
Offset |
Type |
Description |
00 |
uint16 |
HP level. The formula is (EnemyHp * LevelHp + 99) / 100 . |
02 |
uint16 |
Strength |
04 |
uint16 |
Defense |
06 |
uint16 |
Max Strength |
08 |
uint16 |
Min Strength |
10 |
uint16 |
Exp |
Enmp
Contains enemy statistics.
All the weaknesses are represented in percentage unit. So a weakness with the value of 100 represents that the damage received is unfiltered. 200 the enemy receives double of the damage for that specific element, while 0 nullifies it.
A single enemy has also 32 different HP units, where the first one is the HP of the main entity. Some enemies uses the other 31 entries too, but their purpose is currently unknown.
Every enemy is associated to one or more IDs (eg. Organization members have different ID based if they are in their first fight or they are their data version). Different enemies can use the same ID. The way the game associates an ID to a specific MDLX is done by AI scripting.
Enmp Structure
Amount |
Description |
1 |
Enmp header |
229 |
Enmp entries |
Offset |
Variable Type |
Description |
0 |
uint32 |
File type (2) |
4 |
uint32 |
Entry Count |
Enmp Entry
Offset |
Type |
Description |
00 |
uint16 |
Id - Enemy LIST |
02 |
uint16 |
Level of the enemy. Must be between 1 and 99. (0 uses the world’s battle level) |
04 |
uint16[32] |
Health amount. It is multiplied by Hp from LVPM. |
68 |
uint16 |
Damage Cap (The higher, the less damage received) |
70 |
uint16 |
Minimum Damage |
72 |
uint16 |
Physical weakness |
74 |
uint16 |
Fire weakness |
76 |
uint16 |
Blizzard weakness |
78 |
uint16 |
Thunder weakness |
80 |
uint16 |
Dark weakness |
82 |
uint16 |
Light weakness |
84 |
uint16 |
General weakness |
86 |
uint16 |
Exp multiplier |
88 |
uint16 |
Prize |
90 |
uint16 |
Bonus Level |
Patn
Defines multiple parameters per group of entities. How an entity is assigned to a group is unknown.
EG: 05 is Mad Rider, 14 is Reckless, Xaldin, 15 is Morning Star, Assault Rider, Living Bones, Berserker…
Patn Structure
Amount |
Description |
1 |
Patn header |
18 |
Patn entries |
Offset |
Variable Type |
Description |
0 |
uint32 |
File type (2) |
4 |
uint32 |
Entry Count |
Patn Entry
Offset |
Type |
Description |
00 |
uint8 |
Id |
01 |
uint8 |
??? |
02 |
uint8 |
??? |
03 |
uint8 |
??? |
04 |
uint8 |
??? |
05 |
uint8 |
Magnet Burst effect* |
06 |
uint8 |
Magnet* |
07 |
uint8 |
??? |
08 |
uint8 |
??? |
09 |
uint8 |
??? |
10 |
uint8 |
??? |
11 |
uint8 |
??? |
12 |
uint8 |
??? |
13 |
uint8 |
??? |
14 |
uint8 |
??? |
15 |
uint8 |
??? |
16 |
uint8 |
??? |
17 |
uint8 |
??? |
18 |
uint8 |
??? |
19 |
uint8 |
??? |
20 |
uint8[12] |
Padding |
* (00 is immune, 01/0C/0D draws in, 02/03 flinches, 04/07/09/0B knocks out, 05 pulls in(magnet), 06/08/0A is flinch + draw, 0E is flinch + insta revenge…)
Plrp
Contains informations about starting Character statistics, starting Abilities etc.
Plrp Structure
Amount |
Description |
1 |
Plrp header |
64 |
Plrp entries |
Offset |
Variable Type |
Description |
0 |
uint32 |
File type (2) |
4 |
uint32 |
Entry Count |
Plrp Entry
Offset |
Type |
Description |
00 |
uint16 |
Id |
02 |
uint8 |
Character ID - Character LIST |
03 |
uint8 |
HP |
04 |
uint8 |
MP |
05 |
uint8 |
AP |
06 |
uint8 |
Strength |
07 |
uint8 |
Magic |
08 |
uint8 |
Defense |
09 |
uint8 |
Armor Slots |
10 |
uint8 |
Accessory Slots |
11 |
uint8 |
Item Slots |
12 |
uint16[32] |
Starting items (abilities, magic etc*). These are obtained after the dusks fight in Station of Awakening. - ITEM/ABILITY LIST |
72 |
uint8[52] |
Padding |
NOTE: Abilities that are enabled by default begin with an 8.
Limt
Data on limits.
Limt Structure
Amount |
Description |
1 |
Limt header |
64 |
Limt entries |
Offset |
Variable Type |
Description |
0 |
uint32 |
File type (2) |
4 |
uint32 |
Entry Count |
Limt Entry
Sumn
Data on summons.
Sumn Structure
Amount |
Description |
1 |
Sumn header |
4 |
Sumn entries |
Offset |
Variable Type |
Description |
0 |
uint32 |
File type (2) |
4 |
uint32 |
Entry Count |
Sumn Entry
Magc
Data on magic.
Magc Structure
Amount |
Description |
1 |
Magc header |
36 |
Magc entries |
Offset |
Variable Type |
Description |
0 |
uint32 |
File type (1) |
4 |
uint32 |
Entry Count |
Magc Entry
Offset |
Type |
Description |
0 |
uint8 |
Id |
1 |
uint8 |
Level |
2 |
uint8 |
World |
3 |
uint8 |
Padding |
4 |
char[32] |
Filename |
36 |
uint16 |
Item |
38 |
uint16 |
Command - Command LIST |
40 |
int16 |
Ground motion - Motion LIST |
42 |
int16 |
Ground blend |
44 |
int16 |
Finish motion |
46 |
int16 |
Finish blend |
48 |
int16 |
Air motion |
50 |
int16 |
Air blend |
52 |
uint8 |
Voice |
53 |
uint8 |
Voice Finisher |
54 |
uint8 |
Voice Self |
55 |
uint8 |
Padding |
Vbrt
BAR file containing unknown data.
- vibr
- auto
- bliz
- v0lo
- l_bo (2 entries)
Fmlv
Contains the level-up table for summons and drive forms.
Fmlv Structure
Amount |
Description |
1 |
Fmlv header |
45 |
Fmlv entries |
Offset |
Variable Type |
Description |
0 |
uint32 |
File type (2) |
4 |
uint32 |
Entry Count |
Fmlv Entry
Offset |
Type |
Description |
00 |
uint8 : 0-3 |
Id |
00 |
uint8 : 4-7 |
Level |
01 |
uint8 : 0-3 |
Anti Rate |
01 |
uint8 : 4-7 |
Ability Level |
02 |
uint16 |
Ability obtained through level up - ITEM/ABILITY LIST |
04 |
int32 |
EXP needed for level up |
Standard (JP/US/EU)
ID |
Form |
0 |
Summon |
1 |
Valor |
2 |
Wisdom |
3 |
Master |
4 |
Final |
5 |
Anti |
Final Mix (JP/PS3/PS4)
ID |
Form |
0 |
Summon |
1 |
Valor |
2 |
Wisdom |
3 |
Limit |
4 |
Master |
5 |
Final |
6 |
Anti |
Stop
Data on unknown
Stop Structure
Amount |
Description |
1 |
Stop header |
4 |
Stop entries |
Offset |
Variable Type |
Description |
0 |
uint32 |
File type (1) |
4 |
uint32 |
Entry Count |
Stop Entry
Offset |
Type |
Description |
00 |
uint16 |
ID |
02 |
uint16 |
Flags |
Flags
Position |
Size |
Description |
0 |
1 |
Exist |
1 |
1 |
Disable Damage Reaction |
2 |
1 |
Star |
3 |
1 |
Disable Draw |
0A
Unknown.