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View Full Version : Datamined content: Miscellaneous Summoner details



Maenara
Dec 21, 2015, 09:40 PM
Nothing too interesting this time around, but we have:

pet_dog_a:
[spoiler-box]lua à- y- `   pet_dog_a.ini.lua LuaQ  m  JÀ Š  ‰ÀÀ‰ A‚‰@Á‚‰€Aƒ‰ÀÁƒ‰ÀA„‰ÀÁ„‰€B…I€ Š@ Ê 
ÁC‡ ADˆÉ †
Á ʼn ÅŠ E‹É ‰É Ƌɀƌ‰À †I€€…I ÇI ÅŽIÀG¤ I€ ¤@ I€€¤€ I€ ‘¤À I€€‘¤  I€ ’¤@ I€€’¤€ I€ “¤À I€€“¤  I€ ”¤@ I€ ƒ¤€ I€€ƒ¤À I€€”¤  I€ •Š€ ä@ ‰À –ä€ ‰À€–äÀ ‰À —ä  ‰À€—ä@ ‰À ˜ä€ ‰À€˜äÀ ‰À ™ä  ‰À€™ä@ ‰À šä€ ‰À€šäÀ ‰À ›ä  ‰À€›ä@ ‰À œä€ ‰À€œäÀ ‰À ä  ‰À€ä@ ‰À žä€ ‰À€žäÀ ‰À Ÿä  ‰À€ŸI€€•Š Á@  ¢@ I€ *¤@ I€€*¤€ I€ ¡ @€€ € C  Ai  PetDogA  Mode  Appear  Escape  Die  Peace  Attack 
AttackObject  Escort  Patrol  SearchCollision  Sight_01 
Collision  Shape  Sphere  Radius  B Offset  X   Y  Z  Type  Sight  Active  NEED_APPROACH_DIST  €@ PET_FOLLOW  PET_FREE  €? GetPetHomePosition  GetParentMaxDist  GetParentDist  GetParentToTargetDist  CalcPetMode 
PetMode_FREE  PetMode_FOLLOW  Approach  IsAcceptableOrder  OnCancel  IsEnableAtkContinue  OnOrder 
SUMMONER_PA1 
SUMMONER_PA2 
SUMMONER_PA3 
SUMMONER_PA4 
SUMMONER_PA5  SUMMONER_ATKORDER_IN_LOCK  SUMMONER_ATKORDER_OUT_LOCK  SUMMONER_ATKORDER_IN_POS  SUMMONER_ATKORDER_OUT_POS 
Wandering 
FollowParent 
AttackNormal  AutoAttack  AtkN1  AtkN2  AtkN3 
AtkPa5Return  AtkNC 
OnTargetDead  OnTargetRegionDead  DebugFunction  Test_Pa5  Test_AtkCombo # % ) 
 E F@À € Á€ \  Á@@ €€ À  €À  €@ Þ  €   Ai  GetNodeOffsetPosition  AI_HomeOffset  GetParentOffsetPosition . 1   E F@À € Á€ \ ž  €   Ai  GetNodeOffsetPosition  AI_Range 4 :   E F@À € \  @@ Í
 ΂
‚M‚BE FÁŒ‚] ^  €   Ai  GetParentPosition  GetPosition  math  sqrt > D   E F@À € \  @@ Í
 ΂
‚M‚BE FÁŒ‚] ^  €   Ai  GetParentPosition  GetTargetPosition  math  sqrt H Y  4 E F@À € Á€ \€€Z@ € €E FÀÀ F Á … †À@† AÅ ÆÀÀÆ@Á  Ü€  A@  E FÁÀFÁÁ@  €E FÁÀF€ À€  \ € €À€E FÁÀFA€ À€  \ € €E F€ Á  \A ž  €  Ai  GetVariable  petmode  PetDogA  PET_FOLLOW  GetParentToTargetDist  TargetPointDistance  PET_FREE 
PetMode_FREE  PetMode_FOLLOW  SetVariable \ g  " Å Æ@À  Ü€  @@   €€Ú@  € Á@A@    € Á@AA  € Á@A À € Á@A  €   Ai 
IsTargetDead 
HasTarget  PetDogA  GetParentMaxDist  PET_FREE  PET_FOLLOW j x  + Å Æ@À  Ü€  @@   À€Ú@ @€ Á@@  €A  €A W ‚€€E FÁ€ Á B \A E FÁÁFÂ^  €E FÁÁFAÂ^ À € ÁAAB  €
 Ai 
IsTargetDead 
HasTarget  GetVariable 
isAtkTrigger   SetVariable  PetDogA  PET_FREE  PET_FOLLOW z ƒ # E FBÀ€€ \‚ X@ €‚B ‚€ Å Æ‚À € Ü… †Ã@À€  @€œƒ Å ÆÁ € @ ÜC€Å ÆCÁ  @€ € À€  @€€ À€ÜC€ €   Ai  TargetPointDistance  GetTargetPosition 
ToVector3  SetDash  Approach † ‰  
E F@À € \€ X@  €‚@ ‚ € ž  €   Ai  GetHpRatio  Œ Ž   … †@@À € A Á œ@€ €   Ai  AddSubState  
FollowParent ‘ µ  „ … †@@À €  œ€€Å ÆÀÀÜ€€  A€ € AA@€ Á A  AA@€ Á À€A  AA@€  Á A  AA@€ A Å ÆÂÆÁÂA  AA@€  Á A  AA@€ A Á A €  C@ €€ A€ ÁC@€ Å ÆÄ € @ €€À Ü€ÚA À€Å ÆAÀ € A Ü€ÚA  €Á Å ÆAÀ € A Ü€ÚA  €Á Àˆ €‚ A B  E@ €€ Å ÆBÅ  @€€ Ü B  BA@€  Á‚ B  € ‚B‚E@€ ‚ E F‚ÂFÂÂ@À€E FÂÅ€ À€ ƒ A \B€€€E FÂÅ€ À€ ƒ AC \B€ €   Ai  GetVariable  rule  GetTotalDeltaTime  SetVariable   cool  back  petmode  PetDogA  PET_FOLLOW 
unpasablecnt 
isAtkTrigger  UnlockTargetPoint  GetParentPosition  IsLinePassable  ÈB print  tranport to parent 
Transport 
ToVector3  CalcPetMode  AddSubState 
FollowParent 
AttackNormal ¸ »   … †@@À € œ@€…€ ÁÀ œ@  €   Ai  UnlockTargetPoint  print 
Ai CANCEL ¾ Î  . E F@À € \€ … †€@À œ€ Å ÆÀÀÆ ÁÀ€  €š@ €€Å ÆÀÀÆ@Á  Ü€  Á@A@   € €€  €€Á A €€UA   €€ÅÀ A @€ AÜ@ Â Þ  €
 Ai  TargetPointDistance 
IsTargetDead  PetDogA  NEED_APPROACH_DIST  GetParentDist  GetParentMaxDist  print 
ParentDist: 
TargetDist: Ñ Ö    A@@€ A  @Á@@€   @€ A@ €€ ÁA A  €   Ai  ClearState  PetDogA  IsAcceptableOrder  PetDo  AtkPa1 × Ü    A@@€ A  @Á@@€   @€ A@ €€ ÁA A  €   Ai  ClearState  PetDogA  IsAcceptableOrder  PetDo  AtkPa2 Ý â    A@@€ A  @Á@@€   @€ A@ €€ ÁA A  €   Ai  ClearState  PetDogA  IsAcceptableOrder  PetDo  AtkPa3 ã è    A@@€ A  @Á@@€   @€ A@ €€ ÁA A  €   Ai  ClearState  PetDogA  IsAcceptableOrder  PetDo  AtkPa4 é ï    A@@€ A  @Á@@€    € A@ €€ ÁA A  A@ €€ ÁÁ  A€ €  Ai  ClearState  PetDogA  IsAcceptableOrder  PetDo  AtkPa5Begin  AddSubState  
AtkPa5Return ð ÿ 
*  AA A  Á@@€ Å ÆÁ  @€€ Ü ‚ BA@€ B ‚ ‚A@ €€ À€€ B€‚ ÂA@ €€ Á B ‚ BB@ €€ B€‚ ‚B@€  Á B  €
 print  ATTACK TARGET ORDER: IN LOCK  Ai  GetTargetPosition 
ToVector3  ClearState  LockTargetPoint  PetDo  WaitForCancel  UnlockTargetPoint  SetVariable 
isAtkTrigger  €?   
0  AA A  Á@@€ Å ÆÁ  @€€ Ü ‚ BA@€ B ‚ ‚A@ €€ À€€ B€‚ ÂA@ €€ Á B ‚ ÂA@ €€ ÁB B ‚ ÂA@ €€ Á‚ B ‚ ÂB@ €€ B€ €  print  ATTACK TARGET ORDER: OUT LOCK  Ai  GetTargetPosition 
ToVector3  ClearState  LockTargetPoint  PetDo  WaitForMotionCancel  UnreachApproach  AtkN1U  UnlockTargetPoint  " 
0  AA A  Á@@€ Å ÆÁ  @€€ Ü ‚ BA@€ B ‚ ‚A@ €€ À€€ B€‚ ÂA@ €€ Á B ‚ ÂA@ €€ ÁB B ‚ ÂA@ €€ Á‚ B ‚ ÂB@ €€ B€ €  print  ATTACK TARGET ORDER: IN POS  Ai  GetTargetPosition 
ToVector3  ClearState  LockTargetPoint  PetDo  WaitForMotionCancel  UnreachApproach  AtkN1U  UnlockTargetPoint # 3 
0  AA A  Á@@€ Å ÆÁ  @€€ Ü ‚ BA@€ B ‚ ‚A@ €€ À€€ B€‚ ÂA@ €€ Á B ‚ ÂA@ €€ ÁB B ‚ ÂA@ €€ Á‚ B ‚ ÂB@ €€ B€ €  print  ATTACK TARGET ORDER: OUT POS  Ai  GetTargetPosition 
ToVector3  ClearState  LockTargetPoint  PetDo  WaitForMotionCancel  UnreachApproach  AtkN1U  UnlockTargetPoint 6 ?  =  A@@€ Å ÆÀ  @€€ Á  Ü… †BAÀ€  œB€… †‚AÀ € E FÃÁ€€À  €\ƒ … †BÁC „ œƒ€Áà € B€ œB … †CÀ € E FÂC Áƒ \€œB … †‚CÁ à œ‚€ D€€… †BDÀ € Aƒ ‚€ œB€ €   Ai  GetPosition & GetTargetRandomPositionFromEnemyPoint  *@ pA SetDash  Move 
ToVector3  GetRandomF  @ @@  Wait  €?
GetRandom  ÈB *A PetDo  Grooming B N  )  A@@€ Å ÆÀÆÁÀ € Ü À‚ €XÀ‚ €B € ŒAE FÂÁ€€ À \B€E F€ À€  CB@ €€À ƒ E FƒÂƒ Áà \ƒ€ € € \B  €
 Ai  GetParentPosition  PetDogA  GetParentDist  €@ A @ SetDash  Move 
ToVector3  GetRandomF  @@ €? Q \ 
  A@@€ ‚ A€ @@€  E FÁÀFÁ @€E FAÁ€ À€ ‚ \A E FÁÁ€ À€  AB \A€ €
 Ai  SetDash  TargetPointDistance  PetDogA  NEED_APPROACH_DIST  PetDo  Approach  AddSubState   AutoAttack _ h 
  A@@€  E FÀFÁÀ@ €E FÁ€ À€ B A‚ \A€E FÁ€ À€ B A \A€E FÁ€ À€ B A \A€ €  Ai  TargetPointDistance  PetDogA  NEED_APPROACH_DIST  AddPetCancelableSubState   AtkN1  AtkN2  AtkN3 k o    A@@@€   @€ Á@@ €€ Á A  €   Ai  PetDogA  IsEnableAtkContinue  PetDo  AtkN1 q u    A@@@€   @€ Á@@ €€ Á A  €   Ai  PetDogA  IsEnableAtkContinue  PetDo  AtkN2 w {    A@@@€   @€ Á@@ €€ Á A  €   Ai  PetDogA  IsEnableAtkContinue  PetDo  AtkN3 } ƒ    A@@@€ Å ÆÁÀ  @€ … †AÀ  €@ œ‚ € ÜA€Å ÆAÁ  @€ ‚ ÜA Å ÆÁÁ  @€ ÜA€ €   Ai  PetDogA  GetPetHomePosition  LockTargetPoint 
ToVector3  Attack 
AtkPa5Return  UnlockTargetPoint ‡ *  :  A@@€  E FÀ€€ ÁÁ \€… †@À€  œ€Å ÆÀ € AB Ü€€AÀ€ÀA@€ B@€ Å ÆB  @€€ Ü‚  ÃÁAƒ € UƒƒÃ  C@ €Ã  €Ã ÅC „ @€DÜC Å ÆÃÃÆÄ  @€ €€À€  ÜC  €   Ai  TargetPointDistance  GetVariable  ComboNum  ComboEnable  ComboAction  @ €? GetTargetCenter 
ToVector3  AtkNC   @@ print  ComboAtkName:  Common  ComboAttack £ §    AA A  Á@@€ A  A@€ A Å ÆÁÆÁÁA  €   print  target is Dead  Ai  ClearState  SetVariable  petmode  PetDogA  PET_FOLLOW ª ®    AA A  Á@@€ A  A@€ A Å ÆÁÆÁÁA  €   print  target region is Dead  Ai  ClearState  SetVariable  petmode  PetDogA  PET_FOLLOW ¸ »   … †@@À € A œ@ … †À@À € A A œ@€ €   Ai  PetDo  AtkPa5Begin  AddSubState  
AtkPa5Return ½ Á   … †@@À € œ E FÀ€ À€  \ … †Á@†AÀ € @€B œA€ €   Ai  GetTargetCenter 
ToVector3  Common  AttackCombo  AtkNC1 [/spoiler-box]

pet_bird_b:
[spoiler-box]lua p$ $ `   pet_bird_b.ini.lua LuaQ  d  JÀ Š  ‰ÀÀ‰ A‚‰@Á‚‰€Aƒ‰ÀÁƒ‰ÀA„‰ÀÁ„‰€B…I€ Š@ Ê 
ÁC‡ ADˆÉ †
Á ʼn ÅŠ E‹É ‰É Ƌɀƌ‰À †I€€…I ÇI ÅŽIÀG¤ I€ ¤@ I€€¤€ I€ ‘¤À I€€‘¤  I€ ’¤@ I€€’¤€ I€ “¤À I€€“¤  I€ ƒ¤@ I€€ƒ¤€ I€ ”¤À I€€”¤  I€ •Š@ ä@ ‰À –ä€ ‰À€–äÀ ‰À —ä  ‰À€—ä@ ‰À ˜ä€ ‰À€˜äÀ ‰À ™ä  ‰À€™ä@ ‰À šä€ ‰À€šäÀ ‰À ›ä  ‰À€›ä@ ‰À œä€ ‰À€œäÀ ‰À ä  ‰À€ä@ ‰À žI€€•Š € Á€ ¢@€ I€€ž¤€ I€ Ÿ @€€ € ?  Ai  PetBirdB  Mode  Appear  Escape  Die  Peace  Attack 
AttackObject  Escort  Patrol  SearchCollision  Sight_01 
Collision  Shape  Sphere  Radius  B Offset  X   Y  Z  Type  Sight  Active  NEED_APPROACH_DIST  €@ PET_FOLLOW  PET_FREE  €? GetParentMaxDist  GetPetHomePosition  GetParentDist  GetParentToTargetDist  CalcPetMode 
PetMode_FREE  PetMode_FOLLOW  IsAcceptableOrder  OnCancel  IsEnableAtkContinue  DeaultAtkOrder  OnOrder 
SUMMONER_PA1 
SUMMONER_PA2 
SUMMONER_PA3 
SUMMONER_PA4 
SUMMONER_PA5  SUMMONER_ATKORDER_IN_LOCK  SUMMONER_ATKORDER_OUT_LOCK  SUMMONER_ATKORDER_IN_POS  SUMMONER_ATKORDER_OUT_POS 
FollowParent 
AttackNormal  AutoAttack  AtkN1  AtkN2  AtkN3 
OnTargetDead  OnTargetRegionDead  DebugFunction  Test_Pa4  " %   E F@À € Á€ \ ž  €   Ai  GetNodeOffsetPosition  AI_Range ( , 
 E F@À € Á€ \  Á@@ €€ À  €À  €@ Þ  €   Ai  GetNodeOffsetPosition  AI_HomeOffset  GetParentOffsetPosition 1 7   E F@À € \  @@ Í
 ΂
‚M‚BE FÁŒ‚] ^  €   Ai  GetParentPosition  GetPosition  math  sqrt ; A   E F@À € \  @@ Í
 ΂
‚M‚BE FÁŒ‚] ^  €   Ai  GetParentPosition  GetTargetPosition  math  sqrt J [  4 E F@À € Á€ \€€Z@ € €E FÀÀ F Á … †À@† AÅ ÆÀÀÆ@Á  Ü€  A@  E FÁÀFÁÁ@  €E FÁÀF€ À€  \ € €À€E FÁÀFA€ À€  \ € €E F€ Á  \A ž  €  Ai  GetVariable  petmode  PetBirdB  PET_FOLLOW  GetParentToTargetDist  TargetPointDistance  PET_FREE 
PetMode_FREE  PetMode_FOLLOW  SetVariable ^ i  " Å Æ@À  Ü€  @@   €€Ú@  € Á@A@    € Á@AA  € Á@A À € Á@A  €   Ai 
IsTargetDead 
HasTarget  PetBirdB  GetParentMaxDist  PET_FREE  PET_FOLLOW l z  + Å Æ@À  Ü€  @@   À€Ú@ @€ Á@@  €A  €A W ‚€€E FÁ€ Á B \A E FÁÁFÂ^  €E FÁÁFAÂ^ À € ÁAAB  €
 Ai 
IsTargetDead 
HasTarget  GetVariable 
isAtkTrigger   SetVariable  PetBirdB  PET_FREE  PET_FOLLOW „  
E F@À € \€ X@  €‚@ ‚ € ž  €   Ai  GetHpRatio  ‡ ‰   … †@@À € A Á œ@€ €   Ai  AddSubState  
FollowParent Œ ±  „ … †@@À €  œ€€Å ÆÀÀÜ€€  A€ € AA@€ Á A  AA@€ Á À€A  AA@€  Á A  AA@€ A Å ÆÂÆÁÂA  AA@€  Á A  AA@€ A Á A €  C@ €€ A€ ÁC@€ Å ÆÄ € @ €€À Ü€ÚA À€Å ÆAÀ € A Ü€ÚA  €Á Å ÆAÀ € A Ü€ÚA  €Á Àˆ €‚ A B  E@ €€ Å ÆBÅ  @€€ Ü B  BA@€  Á‚ B  € ‚B‚E@€ ‚ E F‚ÂFÂÂ@À€E FÂÅ€ À€ ƒ A \B€€€E FÂÅ€ À€ ƒ AC \B€ €   Ai  GetVariable  rule  GetTotalDeltaTime  SetVariable   cool  back  petmode  PetBirdB  PET_FOLLOW 
unpasablecnt 
isAtkTrigger  UnlockTargetPoint  GetParentPosition  IsLinePassable  ÈB print  tranport to parent 
Transport 
ToVector3  CalcPetMode  AddSubState 
FollowParent 
AttackNormal ´ ·   … †@@À € œ@€…€ ÁÀ œ@  €   Ai  UnlockTargetPoint  print 
Ai CANCEL º Ê  . E F@À € \€ … †€@À œ€ Å ÆÀÀÆ ÁÀ€  €š@ €€Å ÆÀÀÆ@Á  Ü€  Á@A@   € €€  €€Á A €€UA   €€ÅÀ A @€ AÜ@ Â Þ  €
 Ai  TargetPointDistance 
IsTargetDead  PetBirdB  NEED_APPROACH_DIST  GetParentDist  GetParentMaxDist  print 
ParentDist: 
TargetDist: Í Û  - … †@@À € œ E FÀ€ À€  \ … †Á@À€ œA … †AÀ € @€‚€ œA€… †AAÀ € A‚ œA … †AAÀ € A œA … †AAÀ € A œA … †ABÀ € œA€ €
 Ai  GetTargetPosition 
ToVector3  ClearState  LockTargetPoint  PetDo  WaitForMotionCancel  UnreachApproach  AtkN1U  UnlockTargetPoint ß ä    A@@€ A  @Á@@€   @€ A@ €€ ÁA A  €   Ai  ClearState  PetBirdB  IsAcceptableOrder  PetDo  AtkPa1 å ê    A@@€ A  @Á@@€   @€ A@ €€ ÁA A  €   Ai  ClearState  PetBirdB  IsAcceptableOrder  PetDo  AtkPa2 ë ð    A@@€ A  @Á@@€   @€ A@ €€ ÁA A  €   Ai  ClearState  PetBirdB  IsAcceptableOrder  PetDo  AtkPa3 ñ ÷    A@@€ A  @Á@@€   À€ A@ €€ ÁA A  A@ €€ Á A  €   Ai  ClearState  PetBirdB  IsAcceptableOrder  PetDo  AtkPa4Begin  AtkPa4 ø ý    A@@€ A  @Á@@€   @€ A@ €€ ÁA A  €   Ai  ClearState  PetBirdB  IsAcceptableOrder  PetDo  AtkPa5 ÿ  
*  AA A  Á@@€ Å ÆÁ  @€€ Ü ‚ BA@€ B ‚ ‚A@ €€ À€€ B€‚ ÂA@ €€ Á B ‚ BB@ €€ B€‚ ‚B@€  Á B  €
 print  ATTACK TARGET ORDER: IN LOCK  Ai  GetTargetPosition 
ToVector3  ClearState  LockTargetPoint  PetDo  WaitForCancel  UnlockTargetPoint  SetVariable 
isAtkTrigger  €?    
 AA A  Á@A@ €€ A€ €   print  ATTACK TARGET ORDER: OUT LOCK  Ai  PetBirdB  DeaultAtkOrder    
 AA A  Á@A@ €€ A€ €   print  ATTACK TARGET ORDER: IN POS  Ai  PetBirdB  DeaultAtkOrder    
 AA A  Á@A@ €€ A€ €   print  ATTACK TARGET ORDER: OUT POS  Ai  PetBirdB  DeaultAtkOrder  *  -  A@@€ Å ÆÀÆÁÀ € Ü À‚ €XÀ‚ €B € E F‚ÀF‚Á€€ \ ÃA@€ ‚ C€ B@ €€ Å ÆC €@ €€܃  „BAÄ  „€AD ‚€ € C  €   Ai  GetParentPosition  PetBirdB  GetParentDist  €@ A GetPetHomePosition  SetDash  Move 
ToVector3  GetRandomF  @ @@ €? - 4    A@@€ ‚ A€ @@ €€ ÁÁ A  A@ €€ ÁA ‚ A€ €   Ai  SetDash  PetDo  Approach  AddSubState   AutoAttack 7 > 
  A@@€  E FÀFÁÀ@ €E FÁ€ À€ B A‚ \A€E FÁ€ À€ B A \A€E FÁ€ À€ B A \A€ €  Ai  TargetPointDistance  PetBirdB  NEED_APPROACH_DIST  AddPetCancelableSubState   AtkN1  AtkN2  AtkN3 A E    A@@@€   @€ Á@@ €€ Á A  €   Ai  PetBirdB  IsEnableAtkContinue  PetDo  AtkN1 G K    A@@@€   @€ Á@@ €€ Á A  €   Ai  PetBirdB  IsEnableAtkContinue  PetDo  AtkN2 M Q    A@@@€   @€ Á@@ €€ Á A  €   Ai  PetBirdB  IsEnableAtkContinue  PetDo  AtkN3 T X    AA A  Á@@€ A  A@€ A Å ÆÁÆÁÁA  €   print  target is Dead  Ai  ClearState  SetVariable  petmode  PetBirdB  PET_FOLLOW [ _    AA A  Á@@€ A  A@€ A Å ÆÁÆÁÁA  €   print  target region is Dead  Ai  ClearState  SetVariable  petmode  PetBirdB  PET_FOLLOW h k  
… †@@À € A œ@ … †@@À € AÁ œ@  €   Ai  PetDo  AtkPa4Begin  AtkPa4 [/spoiler-box]

pet_wiz_c:
[spoiler-box]lua ) *( `   pet_wiz_c.ini.lua LuaQ  j  J@ Š  ‰ÀÀ‰ A‚‰@Á‚‰€Aƒ‰ÀÁƒ‰ÀA„‰ÀÁ„‰€B…I€ Š@ Ê 
ÁC‡ ADˆÉ †
Á ʼn ÅŠ E‹É ‰É Ƌɀƌ‰À †I€€…I ÇI ÅŽIÀG¤ I€ ¤@ I€€¤€ I€ ‘¤À I€€‘¤  I€ ’¤@ I€€’¤€ I€ “¤À I€€“¤  I€ ƒ¤@ I€€ƒ¤€ I€ ”¤À I€€”¤  I€ •¤@ I€€•¤€ I€ –¤À I€€–¤  I€ —Š  ä@ ‰À ˜ä€ ‰À€˜äÀ ‰À ™ä  ‰À€™ä@ ‰À šä€ ‰À€šäÀ ‰À ›ä  ‰À€›ä@ ‰À œä€ ‰À€œäÀ ‰À ä  ‰À€ä@ ‰À žä€ ‰À€žäÀ ‰À Ÿä  ‰À€ŸI€€—Š € Á@ ¢@€ I€ *¤@ I€€* @€€ € B  Ai  PetWizC  Mode  Appear  Escape  Die  Peace  Attack 
AttackObject  Escort  Patrol  SearchCollision  Sight_01 
Collision  Shape  Sphere  Radius  B Offset  X   Y  Z  Type  Sight  Active  NEED_APPROACH_DIST  pA PET_FOLLOW  PET_FREE  €? GetParentMaxDist  GetPetHomePosition  GetParentDist  GetParentToTargetDist  CalcPetMode 
PetMode_FREE  PetMode_FOLLOW  IsAcceptableOrder  OnCancel  IsEnableAtkContinue $ GetBetweenTargetToParentPositionXYZ # GetBetweenTargetToParentPositionXZ ! GetBetweenTargetToParentPosition  ResetAtkPosition  DefaultAttackOrderProcess  OnOrder 
SUMMONER_PA1 
SUMMONER_PA2 
SUMMONER_PA3 
SUMMONER_PA4 
SUMMONER_PA5  SUMMONER_ATKORDER_IN_LOCK  SUMMONER_ATKORDER_OUT_LOCK  SUMMONER_ATKORDER_IN_POS  SUMMONER_ATKORDER_OUT_POS 
FollowParent 
AttackNormal  AutoAttack  AtkN1  AtkN2 
OnTargetDead  OnTargetRegionDead  DebugFunction  Test_Pa4 " " %   E F@À € Á€ \ ž  €   Ai  GetNodeOffsetPosition  AI_Range ) - 
 E F@À € Á€ \  Á@@ €€ À  €À  €@ Þ  €   Ai  GetNodeOffsetPosition  AI_HomeOffset  GetParentOffsetPosition 2 8   E F@À € \  @@ Í
 ΂
‚M‚BE FÁŒ‚] ^  €   Ai  GetParentPosition  GetPosition  math  sqrt < B   E F@À € \  @@ Í
 ΂
‚M‚BE FÁŒ‚] ^  €   Ai  GetParentPosition  GetTargetPosition  math  sqrt K \  4 E F@À € Á€ \€€Z@ € €E FÀÀ F Á … †À@† AÅ ÆÀÀÆ@Á  Ü€  A@  E FÁÀFÁÁ@  €E FÁÀF€ À€  \ € €À€E FÁÀFA€ À€  \ € €E F€ Á  \A ž  €  Ai  GetVariable  petmode  PetWizC  PET_FOLLOW  GetParentToTargetDist  TargetPointDistance  PET_FREE 
PetMode_FREE  PetMode_FOLLOW  SetVariable _ j  " Å Æ@À  Ü€  @@   €€Ú@  € Á@A@    € Á@AA  € Á@A À € Á@A  €   Ai 
IsTargetDead 
HasTarget  PetWizC  GetParentMaxDist  PET_FREE  PET_FOLLOW m {  + Å Æ@À  Ü€  @@   À€Ú@ @€ Á@@  €A  €A W ‚€€E FÁ€ Á B \A E FÁÁFÂ^  €E FÁÁFAÂ^ À € ÁAAB  €
 Ai 
IsTargetDead 
HasTarget  GetVariable 
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… †@@À € A œ@ … †@@À € AÁ œ@  €   Ai  PetDo  AtkPa4Begin  AtkPa4 [/spoiler-box]

Notably, the AI files now have conditionals on the PAs when they didn't before. Now your summon can be out of range of an order, in which case, they won't perform it.

Now, for the bigger news: Summoner has dedicated UI windows for lists of its summons. This almost certainly means that we will be able to change their appearance like mags. It may also mean that the pets have their own stats and can level up. Additionally there is data for a widget-type window. This should allow for hotswapping between each summon, similar to palette switching.

TaigaUC
Dec 21, 2015, 11:18 PM
Hot swapping might make it exciting enough. Kinda like switching stances or something.

Achelousaurus
Dec 21, 2015, 11:51 PM
I hope they are like in FFXII / FFXIII. Those were pretty nice.
Inb4 they'll be just as irrelevant to endgame meta as in these two games...

fuusen_gum
Dec 22, 2015, 03:24 AM
i hope that pets can evolve at certain level, that would be awesome, and imagine if you can have a pet that similar to tagami kazuchi

Poyonche
Dec 22, 2015, 04:37 AM
I hope we will get a "Photon Beast" camo for those.

They are "meh" like this but they would have been amazing with Photon Beast textures.

AmanoMai
Dec 22, 2015, 04:42 AM
I hope we will get a "Photon Beast" camo for those.

They are "meh" like this but they would have been amazing with Photon Beast textures.

Photon Blasts look like this to me

http://www.ctcsupplies.com/images/allwhiterags.jpg

Poyonche
Dec 22, 2015, 06:05 AM
But the summons look like this.

http://www.artlex.com/ArtLex/uv/images/ugly_guyshead.jpeg