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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 - RAIN
Treats 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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