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UNKNOWN 42 - dash efffect???? - 6 seems to be fatal
It appears that certain skills in the 300+
range don't
necessarily have accurate values or they're shifted around and don't
follow the same rules. . Sometimes you're able to still use
PDskedit to properly update them anyway. Impact Burst is an
example that isn't so simple to update.
To make use of the editor you have to load up a gsdata_en.dat
file
found in gstorage folder that you have access to once you dump PD.
Offsite link for help on that: https://phantomdust.miraheze.org/wiki/Main_Page
One thing to note the of skill type used can alter
what certain
values do. Like if you wanted to make an anti Environmental
move
that puts out an Environental of some kind at the same time, the
effects don't always come out the way you think they will.
Adding
poison effect to a shield is not as simple as taking an attack value
and translating it over to a shield unfortunately...
Notes on different portions of pdskedit do from my testing of it.
I am not the creator of this. It's phlsphr420.
I
don't have the original source code.
Address - Looks
like it's referring to the exact memory location.
Number -
Effects what the skill number ID is within game.
Unknown 3 - All Skills = 10.
Unknown 4 -The ID Number
Rarity -
Effects the star rarity rating.
Unknown 6 -
Unknown 7 -
Type - Sets
the skill type of the skill. 1 is attack for example.
Environmental is 6.
School -
Effects the school the skill is under.
Animation and Unknowns 12-20. - I think these
values
effect animation and sound effects of the skill when used.
Investigate closer and you might find they do other things
too...
Unknown 19 - Effect of getting knocked on the ground.
Unknown 20 - Collision FX value.
Cost -
Change skill cost.
Level Penalty
- You'll lose X level when using the skill. -1
value brings you to 0?
Cost Penalty
- Increases cost skill by 1 if set to 1..
Health Penalty - You'll
lose X life when using the skill.
Uses - Sets usable amount. A 0 value is infinite
use.
Unknown 26-35 - Mostly
Not sure what these do.
Unknown 26
note- Rapid
activating moves Hi-Speed Punch, Rapid Cannon, and Trench
mortar
all have values here. So it might have something to do with
that.
Cost = X ( 2) Seems
to be used for charge moves. Value handling amount of aura
used.(like Gungnir)
Req.
Type + Req Value
-
In order for this skill to be used it must meet a condition.
There are
9 known conditions. Not sure any beyond that. Who
knows, one Req Type
is the skill is only usable if you have = or more skills than X number.
Never used in the game but an interesting one for AI skills.
Req Type Codes
Values - (1)
Life is needed to be Req. Value or less.(Agonies of Death) (2) Life
is Req. Value or Higher.(Blazing skills) (3) - Must have aura
equal to or lower than Required value.(never used, AI potential
though???) (4) - Must have Aura
equal to Req. Value or higher (5) - 7 or less
Capsules(Bravery skills)
(6) = Can
only use skill if capsules are equal to or greater than Req. Value.
(7)
- Must have equal to max aura.(Finisher) Req. Value is set to
0 for this. (8)
Level is equal to or lower than Req. Value(Swift Punch)
(9) Level
is equal to or higher than Req. Value. (Vibration, Recall etc)
These can be used to make the AI more intelligent as when to
use
certain moves. Couldn't figure anything out above 9 being a
requirement.
Req.
Value
-
Set the value of requirements needed to be met. (7
with req, type 5
is the Bravery Decision rule use for things like Rail Gun)
Associated
with Req. Type Value.
Use in Air
- (0) Value can't use
in air. (2)
Value Lets
you perform move in the air.
Unknown 40
- A value of 1 gives Retain effect. A value of 2
makes the skill a
locked skill. Surprisingly I've had the AI stupidly overwrite
aura on
locked skill buttons, so I'd be a little wary of that.
Unknown 41 - This seems to tells the AI what type of skill
is
being used and affects behavior with the skills. It doesn't
always follow them it seems. I think other range changing
variables might also influence behavior..... There are still
some
useful things listed below for AIs.
Some seemingly similar projectiles have different values here.
Notable
Unknown 41 values:
There are
few different straight shooting values but I didn't look into how that
affects AI Behavior.
5 - Scream of Evil - Go throug moves.
6 Charged Particle
10 - Melee
11 - Photon Wave/Burst
12 - Mid Range - piece moves rail gun judge of anubis willo
backdraft bullet
13 - Long Range straight shot psycho sniper rapid cannon ricochet laser
finisher aura cannon dazzle aura cannon
14 - sonic boom arc of fire
15 - Laser
16 - Parabola
17 - Throwing Stone
18 - Crawlers twister whirlwind
19 - Psycho Kinesis
20 - Arrow of Artemis fall skills
21 - RAINTreats skills as rain, but the AI is spammy with
this.
If you change lasers to this value, it seems to make the AI
much
more spammy with lasers.(generally more challenging) How it
works with other moves, I'm not sure. They won't spam Flame
Sword
for example.
22 Gravity Press jackpot
23 - Restrain exhaust
24 - Tiger Slayer
25 - Dragon Slayer lost dragon
26 - WInd Pressure
27 - Giant Slayer Lack disremember
28 Hungry Demon Trigger
29 disrupt
31 Neutralization armaros watch still moment
32 fusion
33 Angel's Breath
40 Decoy teleport
42 Annoying Gift?????
49 - target teammate with mid range move like friendship
50 Plant Landmine
51 boost mine???
60 Diabolical Trick
61 Eliminate
62 Shatter
66 - sometimes will tiger strength
70 - This basically makes the AI
activate the skill
when possible. Good for something like Stimulate.
Also
goodfor automatically using auto capture moves to build up
Memory
of Batlle. It will force moves to be used when the AI doesn't
normally seem to do them. Could have requirements AI skills
tweaked to restrict conditions of the spamming to some degree.
I
was hoping there would be a way to make it Dual Flame Sword
spam
where one won't activate if at a higher value and the other will.
71
- Will seldom use this move. Tiger's Strength and Trance are
like
this, but they're used much more rarely than humans intelligently do.
72 Refresh, Angel Tears blessed rain
73 - Disintegrate - quantum decay
74 - Evaporate, Violent Change, Particle Convert, Change the world
overheat???????? meltdown
75 Massive quake
76 - Purify or Doppelganger Armaros
77 Return to Nature
78 - Starting point crush
79 - Turbulence Calamity as Hit ALL? chill breeze judge of
ares
80 - barrier defense
81 Reflect Mirror
82 - shelter
83 - absorb
84 - Brush
85 change course
86 about face
89 Auto Shell
90 - Plant Enviro
99 Orb Amulet
100 - This value seems to make the AI never use the skill
at all
even when equipped. Which is kind of absurd for some things
like
Demon's Wing.
15 - Laser moves****
- Except the game AI does not spam lasers very much here.
If you
chage it to 21, as rains, the AI seems more spammy with Lasers.
The
switching Uknown 41 for lasers from value 15 to 21 is one major
breakthrough for AI updating. Unfortunately, I've not found
too
many more compatible switches like that.
49 - Frienly
move like
Freindship or Alleviate. AI will make some effort to target
teammate. Sometimes teammate will block the move though.
AI
will attack each other if attacks are set to this.
5 - Agonies
/ Scream of Evil go through object move.
Damage Var
- 0 is default and means no effect on damage. For attacks,
there
are A lot of different types for it based on what X skill calculates
its damage for. 21 is Finishers type with a multiplier in the
Damage value box. Sheilds seem to have Damage Var values too
but
I'm not sure of their intent. Damage Var 31 is for all erase
type
moves that actually touch people...
Unknown 42 -
(5) - Creates
Environmental Crystal. Has unexpected or not working effects
when
doing so with a non enivronmental based value.
Mod Type (U) - This
is the type of environmental effect. (0)
is strength based.(Lunar Force/Holy Ray) The Damage
value
box determines the buff or debuff amount. Other skill types
will
differ in values.
Other note - Mod Type (T)
-
Sets sheilds to erase at Mod Type (T) set as 3. Mod Value (-)
set
to 1 will only let the erase shield delete melee moves. The
annoying thing is something like Flash Hole is not set by the
Mod
Type (-). Instead it doesn't erase non projectile moves
because
Absorb types by default don't work. But if you take Flash
Hole
and set it to Shelter type, it will erase any attack, not just
projectiles. I'm not sure if there is a Mod Value(-) value
capable of creating a shelter shield that only erases projectiles.
This is
all I'm going to do
for now. - The values in the 3rd and 4th columns are where a
lot
of changes can be made. Multiple values may affect range of
attacks and other attributes. If you switch between skills
you
can start to get a feel for what makes them different from each other
and mod from there. fds
Mod type U enviro list
0 - Holy ray
0 - Lunar Force
0 - Unison
1- Reduce Entropy
1 Abnormal Gravity
2 - Dense2 - thought
3 - Desrt
4-6 paralysis, ice, poison
7 - ???????
8- Everyone Inivisible
9- ??????
10 - ?????
11 - Infinite Skywalk
12 - ??????
13 - Everyone is Frostbitten on button assigned
14 - Adjacent button is frostbitten
15 - Alternate Adjacent button is frostbitten
16 - Opposite button is frost bitten
17 - Backdraft
18 - SC
19 - Ntr Bl
20 - bsrk
21 - fs
22 - Ath
25 - command
26 - ?????
27 - ??????
28 - ??????
29 fati
30 - Opt
30 - irr
31 - necron
32 - mem
33 - Everyone Invulnerable
34 -q days
34 accelerate
35 - confuse
36 - everyone dazzle status but doesn't actually work?????
37 - ??????
38 - no buttons can be used except to pick up skills or use aura?
39 chaos
40 - ???????
41 - prov
42 - van
43 - stag
44 - spir
45 - scient
Torph Based Cross checks (these values may work differently with skills that aren't attacks):
Uknown 55 - All skills are set to 0 for it.
Unknown 56
- "Homing Range First Hit" in torph.(not explained) Controls
Reaction to getting hit. (Knockdown vs Stagger vs Other)
Lift Up Pin Down Etc. at least 28 types. 45 is
twister effect. Some seem very similar or repetitive. Tests
were done on Attack type skills.
Unknown 57 - "Knockback
strength" in Torph. Said to determine stagger if any.
(I DON'T KNOW WHAT IT DOES FOR SURE) Value of 45 creates
twister effect.
Hit Effect - Known as Combo End in Torphs. Torph Doc says If set to 0 projectile has infinite range??????
Uknown 59 - Additional Effect. Greedy Spirit etc.
Unknown 60 - All skills are set to 0 for it.
Unknown 61 - Gravity Press uses at value 7. Backdraft Bullet is 6.
Physical Characteristics Section - Focused on speeds, tracking, type, hit box.
Proj. Life - "Projectile
Behavior" In Torphs. 0 is blaster. 1 is involved with
Parabolas? 5 is crawlers. 12 is Sword.(only sword
animations will swing. Projectiles create and object you can walk
up to somoene with though. 13 melee. Proj. Life Has a lot of different value effects. See Torphs for some documentation. (Listed below in picture)
The Proj. Life value is going to cause some of the next values to work
differently. The different numbers basically classify your attack
in someway. Not sure of each one's accuracy. Timer Mine
does work with 8 value even though it doesn't say here.
Projecticle
Speed Appears to be affected by Proj. Speed, Unknown 64, and Homing
Value. Unknown 67 is the actual homing rating. (These are
some notes that you may find a little off, but hopefully it's a good
checking point)
Proj.
Speed /Duration- -40 for EL bomb. -30 for Blaster and Vib Blaster.
(or durability of object?) Known as Skill
Duration in Torphs. This seems to include the hitbox generated by a trailing Flame Sword.
Unknown 64 -
Known as Expand Skill Width / Start Speed in Torphs. Affects
Speed of Projectile. Can affect distance. Negative
values will send you
backwards with melee moves at far enough close range. A value of
1 barely travels with swords. Can go pretty far 2800, a valid
value out of close range. This probably affects range of attacks
especially when combined with Proj. Speed?? El bomb is only 20,
while blaster is 140.
Arc -
"Animation Size and Acceleration" in Torphs. A value of 380 on a
flame sword
makes it unwalkable with leftward walking to dodge. This can work
differently depending on the type of skill used. Lasers seem more
angle influenced.
Homing Value - Homing value in skill edit is Projectile End speed in Torphs. Not
sure if Homing value works the same with different skill types.
Unknown 67 seems like the true "Homing" value...100 value here
makes Rico fast. This dictates explosion size of Land Mines!!!! Can be huge.
Unknown 67 -
This is the actual homing value in Torphs. known as Homing Stength /
Accuracy. Dazzle at 100, checks out. Crawlers is 750?
It seems like ceratain moves have dedicated accuracies?
Higher might not be better??? Rains and Holes have higher
values than dazzle projectiles but are obviously not as accurate.
THINGS PAST 67 need investigating. MOSTLY RAIN RICO AND CRAWLER EFFECTS? TWISTER WHIRWIND on 68
Unknown 68 - Animation
Height. Use for Rain Height? 100 Is Crawlers. 1000 is
Rain? number of lasers???? Whirlwind Height?
Pierce - Known
as Projectile Properties in Torphs. Pierce of 2 is Dragon Slayer.
Pierce of 1 and Pen. Type 1 follow Vacuum Slash. Psycho
Spear has Pierce of 1 and works without Pen Type being needed?.
Pen. Type - "Collision Skill ID" in Torphs. 3 is Charged Particles go through. Pierce of 1 and Pen. Type 1 follow Vacuum Slash. Psycho
Spear has Pierce of 1 and works without Pen Type at anything other than
0. Maybe Pen Type 1 is about the degree of Vacuum Slash crossing
through objects potentially, while Psycho Spear never would.
Unknown 69 - ????? And anything below it.
Hit Range -
Unique Torph value?? Skill duration and hit range parameters go
together according to doc. I think phlsphr's might have something
similar within it...But no run through matched up with Hit Range.
Unknown 71 -Affects angle ricochet lasers are initially shot at.
Unknown 72 - Number of bounces to pursue target at? Impact Burst and Ricochet Laser.
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