Making a character - DivineDragonFanClub/Lythos GitHub Wiki

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Lip sync, sound banks, Support conversations, weren't covered.
Likely will be at a later date.

The Unit Asset/Outfit Customizer Plugin or Draconic Vibe Crystal: Runtime Randomizer + More may be of use to you when creating your unit.

You're likely going to be adding custom sprites.

Here's how you make a unit using Astra.

Characters

Click Characters in the nav bar, then click the grey square with 3 dots, then click add item.

Characters

Naming it PID_NameOfNewUnit (replace NameOfNewUnit with actual name) is a good choice.

The emblem section is explained in the Making an emblem guide.

Now to explain some of the fields.

Top Right Stats

Offsets are basically join stats modifiers. N stands for Normal, H stands for Hard, & L stands for Lunatic, which is named Maddening ingame.

Limits are class stat cap modifiers. For example, if the HP cap for a class is 50, but the character has an HP limit of 1, the cap for that character would be 51.

The above & the personal/class growths & class bases determine the official join stats of your character. You can download this spreadsheet to calculate the bases of your unit.

Core

Name is the name of your character. All name addresses start as MPID_ & ends usually in the name of the character.
If your character is named Alear, naming the address as MPID_Alear is a good choice.
If unit doesn't have Characters - Name, unit will use Classes - Name.

Help is the description that shows when you hover over the Name of the character. All help addresses start as MPID_H_ & ends usually in the name of the character.
If your character is named Alear, naming the address as MPID_H_Alear is a good choice.

FID starts as PID_ & it must be unique. Other files in the game can use this ID. It ends usually in the name of the character.
If your character is named Alear, naming the address as PID_Alear is a good choice.

AID starts as AID_, generic enemies & summons have it set so Asset Table can use it later. It ends usually in the name of the character.
If your character is named Alear, naming the address as AID_Alear is a good choice.

Icon ID is used for sprites.
Male Female
CharacterIconID_ClassUnitIcon(M)_EquippedWeapon
Male Alear
CharacterIconID_ClassUnitIcon(F)_EquippedWeapon
feMale Alear

Army name always starts as BID_. Achieve.xml searches for it to track how many units are defeated until you can officially receive the bond fragments.

The Class set here is the class the unit will join in. Advanced Classes Internal Levels are set to 0 but can be changed. Class' Internal Level will be added to character's Internal Level if character's Internal Level is 0. More on Internal Level later.
If you'd like to make a class for your character.

Gender, Nation, & Age affect cooking.
Only 5 skills in vanilla check for gender, those being Fairy-Tale Folk, Admiration, Knightly Escort, Stunning Smile & Disarming Sigh.
If you have Skill Commands Plugin installed, you can check for a unit's Nation.

Birthday only affects gift giving.

Flags
Actual Astra Preview (as of writing) Edit
Character Flags - Astra Preview Character Flags - Astra Preview - Screenshot Edit

Playable must be checked for units that can be recruited to Player Team. Otherwise unit won't show up when they join Player Team.

BelongName is unused & effect unknown. Related to Army?

Talent is unused & effect unknown.

IgnoreJobSkillRemove is only set to one character in vanilla, PID_E003_異形兵強_マージカノン. Effect unknown.

DarkWarp is set for Chapter 26 enemies, Divine Paralogue enemies, Fell Xenologue 3, 5 & 6 enemies. If unit is hit by any transport staff, unit's map animation will be red instead.

CrossDress is set to all versions of Rosado. Character wears the clothes of the opposite gender instead.

Corrupted Emblem isn't actually Corrupted Emblem. It makes the character info on map UI is hidden, used for Chapter 22 Emblems.

Alear Copy? isn't actually Alear Copy. It allows the character to use the name the player put for Alear, used for Chapter 0 & Chapter 24 Alear.

SummonWarp is set for no one. If unit is hit by any transport staff, unit's map animation will have a yellow aura animation instead when unit is on different tile. If unit also has Dark Warp checked, Dark Warp map animation will play instead.

Stats

Level & SP set here is what the unit will join with. Level + Internal Level = Total Level. The higher the Total Level the lower the exp gain.

Primary Weapons & Secondary Weapons determine the unit's proficiencies, which is used for reclassing.

Link to more info regarding proficiencies.
Primary = blue & innate. Secondary = white & usually gained through emblems.
Don't check the same weapon type for both Primary & Secondary Weapons, it's unnecessary.

Profs

Auto Grow Offsets

Auto Grow Offsets

This is an edit, actual values within gray squares are integers.

These offsets are only applied to bases of units that have their Asset Force set to 1. More on that later.

Attrs - If foe has SID which Skills - Efficacy - Efficacy matches Attrs, foe's weapon might is multiplied by Skills - Efficacy - Value, which is usually 3. Specific skill commands, UnitAttributeCommand down to MorphAttributeCommand check for it.

Skills

Common are skills unit will have in all difficulties.
Normal are skills unit will have in Normal difficulty.
Hard are skills unit will have in Hard difficulty.
Lunatic are skills unit will have in Maddening difficulty.

If unit has multiple SIDs, personal skill that has visible IconLabel must always be on top so it shows in the ingame UI.
If unit has SIDs in Common, having it set in other sections isn't needed, it's just for the picture.

Skills

Items

Drop Item likely drops items but how is unknown. Does it even work ingame?
Drop Ratio is the chance to drop the item out of 100.

The items within Inventory is what the unit will have when they appear in a chapter or join. If a unit has items in a chapter but it doesn't show in the Characters - Inventory section, it's because they have items set in their Chapter - Dispos & vice versa.

Misc.

Die is set for the Fell Xenologue versions of Nel, Zelestia, Gregory & Madeline.

Support Category is the support bonus group the unit falls under. Select Reliance in the navbar to edit supports bonuses & support exp. You can also edit supports with a custom file, as of writing not with Astra.

Combat Music is the track that plays when unit enters combat. If the unit doesn't get back into combat for 2 turns, the background music reverts back to how it was before.
Link to titles of sound clips that can be used here.
To make your own background music...

Exist Die

Chapter is set for Clanne, Framme, Celine, Alcryst, Fogado, Hortensia, Mauvier. Also set for PID_M021_異形兵_マージナイト but may have been an accident by the game devs?

Timing - If at least 1 & unit dies during a main chapter, allows unit to be present in post battle exploration & in the Somniel forever. If they die outside a main chapter, they're gone forever.
When unit's HP turns to 0 during battle outside of Arena, unit will be forced to play the Idle Dying Anim instead of the Die B/L/R anim, defined in the Anim Set section.
Die B/L/R anim will play when chapter in field has been reached.

1 - Begin means Die B/L/R anim will play instead of Idle Dying during chapter in field & after its been completed.
2 - End means Die B/L/R anim will play instead of Idle Dying when chapter in field has been completed.
3 - Chapter effect unknown. Does it even do anything?
4 - Eternal means Idle Dying anim will always play.

This is who has what Exist Die Timing & Chapter in vanilla.
0 - None 1 - Begin 2 - End 3 - Chapter 4 - Eternal
Everyone else.
PID_M021_異形兵_マージナイト CID_0
Hortensia - Chapter 16
Mauvier - Chapter 22
Clanne & Framme - Chapter 3
Céline - Chapter 5
Alcryst - Chapter 11
Fogado - Chapter 13
No one. Vander
Alfred
Diamant
Ivy
Timerra
Veyle
Talk Pause

Does this affect the amount of time a piece of dialogue stays when the Conversation Advancement setting is set to Automatic? It's hard to tell considering the 個人 sheet within Person.xml says that the data type for these fields are f32, but can only increase/decrease by 0.1 and...

Speed min/max is 0.8/1.2

Min Delay & Max Delay min/max is 0/1.

If BMap Size greater than 1, unit is immune to smash & terrain bonuses/penalties. BMap Size times itself is how many tiles unit takes up in map.

No Level Up Dialogue is set for the following units:

PID_M010_異形兵_モリオン
PID_M014_オルテンシア
PID_M017_異形兵_ハイアシンス
PID_M023_セピア
PID_M023_グリ
PID_M024_リュール
PID_M025_ルミエル

Prevents the level dialogue from showing up for people fighting against unit using PIDs.

Asset Force

Unknown what it actually does other than enable Auto Grow Offsets if set to 1.

0 is set for units that can be recruited into Player Team.
1 is set for red Enemy Team units.
2 is set for Ally Team, yellow Enemy Team & Animals that can stay in the Somniel.

Optional - Personal weapons

If you want, you can make a weapon only your custom unit can use. Here's how to do that.

Skills

First you're going to need to add an SID.

In the navbar, click Skills, click the gray square with 3 dots in the top left after, then click Add Item.

Add Skills

Naming the SID SID_CanEquip_NameOfNewWeapon (replace NameOfNewWeapon with actual name) is a good choice.

After you're done, click Copy.

Click Copy

Characters

Go back to Characters, select your custom unit then paste the SID into field[s] of choice.

SID to Characters

Items

Add another item like you did before.

Items

Naming it IID_NameOfNewWeapon (replace NameOfNewWeapon with actual name) is a good choice.

Inside the Equip Condition, put the SID you just made in it's field.

SID to Items

Now only units with the specific SID you made can equip the new weapon.

If you'd like to be able to transform as a Dragon during battle with your personal weapon, check the Dragon Flag.
If you'd like to have cannonball animations during battle with your personal weapon, check the Cannonball Flag.
If you'd like to have breath animations during battle with your personal weapon, check the Breath Flag. Some of these weapons use breath animations.

Things will make more sense if you click the heading above. You may not need to read this section if you used Unit Asset/Outfit Customizer Plugin or Draconic Vibe Crystal: Runtime Randomizer + More to make your character.

If you want to make a custom model...

Many of the fields work in multiple or all Modes but in this guide we'll be describing how the general unit has their Asset Table items.

List of all fields that require strings & what is used ingame.

Comment doesn't do anything ingame, but setting one would be a good choice anyway to remember what that specific Asset Table item does.

Character
You'll need to add at least 3 items if you made a character.

A Mode 0 item.
A Mode 1 item, used for the Map.
A Mode 2 item, used when Combat animations are on.

Mode 0 affects both Mode 1 & Mode 2.

The visual difference between Mode 1 Map & Mode 2 Combat
Mode 1 Map Mode 2 Combat
女装 oBody female uBody female
男装 oBody male uBody male

Used Adjusted Map Zoom and Rotation for Mode 1 screenshots.

Generally here's what fields each Mode edits regarding Characters.
Mode 0 Mode 1 Mode 2
Comment
Conditions
All of the Colour section except Hair Color, Grad Color & Toon Color.
All of the Scale section & Volume section.
Voice (To make your own voice...)
Comment
Conditions
Head Model
Hair Color
Comment
Conditions
Head Model
Hair Model
All of Animation except Body Anim.

For all Modes, generally using the Character - Name address will suffice.
If your character's names address was MPID_Alear, that's what you'll use in Conditions.

Items

If you made a custom model for Mode 1, like Map Weapon Models, you need to add an Asset Table item. Same goes for Mode 2.

For all entries here, IID_NameOfWeapon is used in Conditions.

Generally here's what fields each Mode edits regarding Items.
Mode 1 Mode 2
Left Hand &/or Right Hand oWep_...
Left Hand &/or Right Hand uWep_...

If SwordAccessory 1 Locator l_swdbox_loc
Accessory 2 Locator l_swdgrip_loc
Regular SwordLeft/Right Hand uWep_Sw##-Sw
Accessory 1 Model uWep_Sw##-Sb
Accessory 2 Model uWep_Sw##-Gr
Engaged SwordLeft/Right Hand uWep_Sw## or uWep_Sw##_
Accessory 1 & 2 Model null
If BowLeft & Right Hand uWep_Bw##-Bw & uWep_Bw##-Ar
Accessory 1 Model uWep_Bw##-Qv or null
Accessory 1 Locatorl_swdbox_loc
If Fist, you need two items
Item 1Conditions IID_NameOfNewWeapon;!情報;
Accessory 1 Model uWep_Ft##
Accessory 1 Locator l_swdbox_loc
Item 2Conditions IID_NameOfNewWeapon;情報;
Left or Right Hand uWep_Ft##
(if weapon can attack at range, by itself or through skills) Magic
if Physical weapon, name usually starts with WP_.
if weapon type is usually Physical but has ReverseAttribute Flag enabled, name usually starts with MG_Wp.
If Tome, name usually starts with MG_.
If Cannonball, name usually starts with MG_Bullet.
If Staff, name usually starts with RD_.

Obtaining units

You obtain units through Lua scripts. You can use the methods listed here along with other methods if desired, potentially custom ones to obtain units.

It can be through custom Lua scripts that execute when you enter the somniel. Example below will have a unit join your party when you complete Chapter 3, only once.

function Obtain_Unit_Once()
	    if HubIsCompleteChapter("M003") and VariableGet("G_Obtain_Unit_Once") == 0 then
		VariableEntry("G_Obtain_Unit_Once", 1)
	    UnitJoin("PID_Alear")
	end
end

VariableGet checks for variable, VariableEntry is used for new variables. Both are used so the emblem is only obtained once.

Script names for chapters & link to list of all chapters.

M000-M026 are internal names for Chapters 0-26.
S001-S015 are internal names for Paralogues 1-15.
G001-G006 are internal names for Divine Paralogues 1-6.
E001-E006 are internal names for Fell Xenologues 1-6.
Link to list of all chapters.

You can also obtain units through chapter scripts, in the Script section.

Examples

If you've ever stuck, you can always look at these examples.

Characters

Rin - Playable Character (P5X) Oersted's Playable Bosses + NPCs Playable Emblems Astral Paralogues

Personal weapons

Mysterious Merchant's Bow Unique Personal Retainer Weapons Rin - Playable Character (P5X) Playable Emblems

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