By themselves, this doesn't really say anything. However, I checked and found an AI script for PetDogA, and here's where the damning evidence comes into play. Listed inside the script is this:
These are (internal) player attack names. No other enemy AI script has them. There are even three entries for NA's(Normal attacks), which all weapons have three of.
Full contents of pet_dog_a.ini.lua:
Spoiler!
Quote:
lua °+ O+ ` pet_dog_a.ini.lua LuaQ r J ΐΐ A@ΑAΐΑΐAΐΑB I @ Κ
ΑC ADΙ
Α Ε Ε EΙ Ι ΖΙΖΐ I @ Κ@ Ι@Gΐ I@ Κ
A "A β@ ΐI IΘI@ΗI EIΙI Κ€ I€@ I € I€ΐ I€ I €@ I€ I €ΐ I€ I €@ I€ I €ΐ I€ I €@ I € I€ΐ I @ δ ΐ δ@ ΐδ ΐ δΐ ΐδ ΐ δ@ ΐδ ΐ δΐ ΐδ ΐ δ@ ΐδ ΐ *δΐ ΐ*δ ΐ ‘I Α ’@ I‘€@ I ’ @ E 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 RaidRule Close *@ Settings HpEvent OnHp0per FarRange pA
NearRange PET_FOLLOW PET_FREE ?
PET_SHOCK @ GetParentDist CalcPetMode Approach RuleSearch
RuleAlert RuleBattle RuleAfterKick Turn OnAppear OnDebug GetWaitTime GetCoolTime OnOrder
SUMMONER_PA1
SUMMONER_PA2
SUMMONER_PA3
SUMMONER_PA4
SUMMONER_PA5
Wandering
FollowParent
AttackNormal AutoAttack AtkN1 AtkN2 AtkN3
AtkPa5Return DebugFunction Test_Pa5 4 : E F@ΐ \ @@ Ν
Ξ
MBEΒ FΑ] ^ Ai GetParentPosition GetPosition math sqrt > ] 6 Ε Ζ@ΐ A άΪ@ Ε ΖΐΐΖ Α Α@AA@ E FΑ \ Ε ΖΑΐΖΑΐΐ Ε ΖΑΐΖΑ ΐ@@@ ΐ Β@ΖΑA Β@ΖA B@ ΐB ή Ai GetVariable petmode PetDogA PET_FOLLOW GetParentDist TargetDistanceXZ PET_FREE SetVariable ` e E FBΐ \ X@ B Ε Ζΐ @ άBΕ ΖΒΐ @ ΐ @ ΐάB Ai TargetDistanceXZ SetDash Approach m z 2 @@ΐ Ε Ζΐΐ ά@ AΕ Ζ@Α @ ά@ ΐAΕ Ζ@Α @ ά@ @@B@Ε Ζ@Α @ ά@ Ε ΖΐΒ @ Β ά@@Ε Ζ@Α @ A ά@ Ai GetVariable env.appear EndMode unique Do
AppearBar jump AppearJump quick
AppearAttack Attack Kick Appear } " @@@ΐ Α A Ε Ζ@ΐΖ@Αΐ ΐΕ Ζ@ΐΖΑΐ ΐΕ ΖΐΑ @ Α ά@Ε ΖΐΑ @ ΑA ά@
Ai PetDogA CalcPetMode A
PET_SHOCK PET_FOLLOW AddSubState
FollowParent
Wandering * @@ΐ Ε Ζΐΐά A AA@ Α A AA@ Α ΐA AA@ Α A AA@ A Ε ΖΒΖΑΒA AA@ Α A AC@ Ε ΖΓ @ ΐ άΪA @Ε ΖAΐ A άΪA Α BA@ ΜΒΓB Ε ΖAΐ A άΪA Α ΐ B A B ΒD@ Ε ΖΕ @ ά B BA@ Α B BBE@ ΑΒ E FΒFΖ@ ΐE FΒFΒΒ@ΐE FBΖ ΐ A \BE FBΖ ΐ AΓ \B Ai GetVariable rule GetTotalDeltaTime SetVariable cool back petmode PetDogA PET_FOLLOW
unpasablecnt GetParentPosition IsLinePassable ? ΘB print tranport to parent
Transport
ToVector3 CalcPetMode πA *@
PET_SHOCK AddSubState
FollowParent
AttackNormal ° Ε V @@ΐ Ε Ζΐ ά @ ΐ@
A@ Ε ΖAΑ @ Α Γ ά Bΐ E FCΒΐ \ BΑΓ ΑC B B Cΐ E FΒΓ Α \B DADΐ ΐ DD@ Ε ΖΒΒ A άB E FΔFBΔ Β AΓ A @ E@ A ΑΑ A Ai
HasTarget TargetDistanceXZ B GetPosition & GetTargetRandomPositionFromEnemyPoint *@ pA Move
ToVector3 GetRandomF @ @@ Wait ? PetDogA FarRange Approach A SetVariable rule Θ φ Ζ Ε Ζ@ΐ ά @@ E FΑΐ \ Aΐ B Ε ΖΑΖΑΑ @ άAΪ @Ε ΖΑΖΒΞAΒ Ε ΖΒ AΒ άA 'Ε ΖAΓ ά Γ@Ε ΖΑΖΑΓ @ DΑB Α B Β Δ άA !Ε ΖΕ AB ά E@ Ε ΖΑΖΒΕ E FΔ Α \ά B @Ζΐ B@ B ΜFB AΒF B@ B Α B BG@ Α B ΐΗΐ BG@ Α B BG@ ΑB B ΐC@ B@ B Α B BG@ Α BΐΗΐ BG@ Α B
BG@ ΑB B AΒFBD AΒC@ Ε ΖΔC A ά E FΑFΓΖNΓΘ Β AΔ B @ B@ Β ΑB B $ Ai
HasTarget TargetDistanceXZ GetToTargetDegreeXZ GetVariable back PetDogA Turn FarRange ? SetVariable rule IsTargetLinePassable Approach GetRandomF @ *@ A
GetRandom ΘB Wait GetWaitTime ? πA ?
NearRange @@ Do StepBack pA StepLeft
StepRight Laugh ΐ? ω X A@@ E Fΐ \ Α@ Ε ΖΑ AB ά AΒA@ B ABBBY@ Β B@ Β Α B AB B@ Β ΑB B B@ B ΐ B C@ ΑΒ B D@ Ε ΖΑΖBΔ E FΔΓ Α \ά B BE@ Α B Ai
HasTarget TargetDistanceXZ GetTotalDeltaTime GetVariable cool PetDogA Turn
NearRange @ SetVariable rule ? @@ Attack Kick Wait GetWaitTime GetRandomF ? Do
StepFront 0 @@ΐ Ε Ζΐ ά Α@A@ A AA E FΑFΑΑFΒ AB@ ΑΑ A @ AB@ Α A @Γ C@ ΑΑ A Ai
HasTarget TargetDistanceXZ PetDogA Turn GetQuestEnemyActionLevel Common ActionLevel Advance SetVariable rule @ ? @@ Attack Scratch * 9 @@ΐ Ε Ζΐΐ A ΑA ά@Ε ΖΑ @ ΑABΐ B ά@ BΕ Ζΐΐ AΑ ΑA ά@Ε ΖΑ @ ΑABΐ B ά@ @X @ @C@Ε ΖΓ @ ά@ Ai GetToTargetDegreeXZ ΄B
RotateAdjust TurnJumpRight
Χ£> Wait PetDogA GetWaitTime > ΄Β
TurnJumpLeft 4B 4Β Rotate . 0 3 5 < ? Α@ @ print OnHp0per B K Ε Ζ@ΐά @Α@A @ @Α Ai GetQuestEnemyActionLevel Common ActionLevel Advance ΝΜL> M V A @ @ Ε@ ΖΐΐΖ ΑΖ@Αΐ @ A A ^ A Ai GetQuestEnemyActionLevel Common ActionLevel Advance `@ Y \ A@@ Α A Ai Do AtkPa1 ] ` A@@ Α A Ai Do AtkPa2 a d A@@ Α A Ai Do AtkPa3 e h A@@ Α A Ai Do AtkPa4 i m A@@ Α A Α@@ Α B A Ai Do AtkPa5Begin AddSubState
AtkPa5Return p y = A@@ Ε Ζΐ @ ΑΒ ά BAΐ B Aΐ E FΓΑΐ \ BΑC ΑΓ B B Cΐ E FΒC Α \B CΑΒ Γ D BDΐ A B Ai GetPosition & GetTargetRandomPositionFromEnemyPoint *@ pA SetDash Move
ToVector3 GetRandomF @ @@ Wait ?
GetRandom ΘB *A Do Grooming | ) A@@ Ε ΖΐΖΑΐ ά ΐ Xΐ B AE FΒΑ ΐ \BE FΒ ΐ CB@ ΐ E FΒ ΑΓ \ Β \B
Ai GetParentPosition PetDogA GetParentDist @ A @ SetDash Move
ToVector3 GetRandomF @@ ? £ , A@@ E FΑΐ\ AAAΐ E FΑFΒΑ \ ΑB AΓ ΑC Α C@ B ΒC@ Α B BD@ Α Γ B Ai GetVariable rule GetTotalDeltaTime Common BattleClaim PetDogA GetCoolTime pA ΐ?ΝΜL>ΝΜΜ> @@ `@ SetDash Do Approach AddSubState AutoAttack ¦ Ή A A@@ @@AΑ ΐΐ@ Aΐ AΒ B A Aΐ AΒ A Aΐ AΒ Β A Β ABΐ A A ΐΐΒ ABΐ A A @Γ ABΐ A A @ ABΐ AΒ A Ai TargetPointDistance @ AddSubState AtkN1 AtkN2 AtkN3 ? Do AtkPa1 @ AtkPa2 @@ AtkPa3 AtkPa4 Ό Α
A@@ @@E FΑΐ ΐ \A Ai TargetPointDistance @ LockAttack AtkN1 Γ Θ
A@@ @@E FΑΐ ΐ \A Ai TargetPointDistance @ LockAttack AtkN2 Κ Ο
A@@ @@E FΑΐ ΐ \A Ai TargetPointDistance @ LockAttack AtkN3 Ρ Ϊ " A@@ Ε ΖΐΖΑΐ ά A BA@ Ε ΖΑ @ ά B ΒA@ Α B BB@ B
Ai GetParentPosition PetDogA GetParentDist @ LockTargetPoint
ToVector3 Attack
AtkPa5Return UnlockTargetPoint γ ζ @@ΐ A @ ΐ@ΐ A A @ Ai Do AtkPa5Begin AddSubState
AtkPa5Return
Both pet "enemies" are surrounded by enemies which are listed as episode 4 enemies, indicating that these are episode 4 content.
Neither are listed as actual enemies in the .ski files, indicating they aren't actual enemies.
The AI script constantly references a 'parent' and the 'parent's location, which is precisely what a summon/pet would do.
---
Tl;dr: Either the new episode 4 class is 'Summoner', or we get actual pets. There aren't any other possibilities.
Aug 25, 2015, 11:28 PM
ArcaneTechs
gonna give me a heart attack if you keep data mining all this good stuff, thank you (assuming this is the new class?)(maybic)
Aug 25, 2015, 11:29 PM
TaigaUC
At some point, I had the feeling PSO2 was going to jump on the pet class bandwagon.
Never thought twice about it, though.
Might be interesting when combined with subclasses, depending on how they handle it.
Not expecting much though.
Aug 25, 2015, 11:33 PM
ArcaneTechs
So then GunTecher ruled out? or still consider a GT just when you summon familiars they use ranged/close range attacks? too soon to ask but if they do ignore the GunTecher root it would pretty odd and cool at the same time
WoW tier pet camo's etc incoming...maybic
Aug 25, 2015, 11:37 PM
Anduril
Doesn't seem that odd, especially if these are handled like some kind of semi-permanent Photon Blast, ala Anga.