Final Fantasy Tactics Advance/Jobs

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This is a sub-page of Final Fantasy Tactics Advance.

Information

  • The Job data starts at 0x521A14.
  • The Job Requirement data starts at 0x5231A4; directly after the Job data.
  • Job names are stored in this list.
  • There are 0x73 (115) jobs, including monster class, specials, ect.

Job Data Structure

The Job Data Structure is 0x34 bytes long.

Name Length Offset Type Max Value Description
Name ID 2 0x00 uint16 Unknown The Name ID of the Job.
Buffer 2 0x02 uint16 Unknown Always 0x0000
Race 1 0x04 uint8 0x17[Verification Needed] The Race of the Job.
Values:
  • 0x01: Hume
  • 0x02: Bangaa
  • 0x03: Nou Mu
  • 0x04: Viera
  • 0x05: Moogle
  • 0x06: Monster (Goblins)
  • 0x07: Monster (Flans)
  • 0x08: Monster (Bombs)
  • 0x09: Monster (Dragons)
  • 0x0A: Monster (Snake-women)
  • 0x0B: Monster (Spiders)
  • 0x0C: Monster (Blade Biters)
  • 0x0D: Monster (Tonberry)
  • 0x0E: Monster (Panthers)
  • 0x0F: Monster (Malboro)
  • 0x10: Monster (Ahriman)
  • 0x11: Monster (Undead)
  • 0x12: Monster (Fairy)
  • 0x13: Special (Llendar)
  • 0x14: Special (Playable)
  • 0x15: Special (Totemas)
  • 0x16: Special (Li-grim)
  • 0x17: Judge
Checksum? 1 0x05 uint8 Unknown Appears to be checked. If non-zero it branches off to another routine.
Unknown 1 0x06 uint8 Unknown Checked when entering a Pub. No clue why.
Sprite Index 2 0x07 uint16[Verification Needed] Unknown The index of the sprite that is used in battles/menus/etc.
Unknown 2 0x09 ???? ???? Unknown.
Sprite Palette Index 1 0x0B uint8 0x22 The palettes that the sprite uses.

XXXX YYYY (bits); where XXXX is the enemy and YYYY is the player palette.

Unknown 1 0x0C ???? ???? Unknown.
Portrait Palette Index 1 0x0D uint8 Unknown Then loaded from a table??
Portrait Index 1 0x0E uint8 Unknown Then loaded from a table??
Unknown 1 0x0F ???? ???? Unknown.
A-Ability Index 1 0x10 uint8[Verification Needed] Unknown The Index of the A-Abilities which this job uses.
Unknown 1 0x11 uint8[Verification Needed] Unknown No idea, but it's a byte.
Elements 4 0x12 See description. Unknown This word controls resistances/weakness to elements.

Each element is stored in three bits each:

00 000 DDD HHH LLL III WWW EEE AAA FFF 000

Where each letter corresponds to an element:

  • D = Dark
  • H = Holy
  • L = Lightning
  • I = Ice
  • W = Water
  • E = Earth
  • A = Wind
  • F = Fire

And each three bits mean:

  • 000 = Weak
  • 001 = Normal
  • 010 = Nullify
  • 011 = Absorb
  • 100 = Resist

Example of Jelly (Monster): 0x01241258 = 00 000 001 001 001 000 001 001 001 011 000
Normal to Dark, Holy, Lightning, Water and Earth; Weak to Ice; and Absorbs Fire.

Status Defense 1 0x16 uint8[Verification Needed] Unknown Resistance against status effects. Always 50 for playable characters.
Base HP 1 0x17 uint8[Verification Needed] Unknown The base level of HP.
Base MP 1 0x18 uint8[Verification Needed] Unknown The base level of MP.
Base Speed 1 0x19 uint8[Verification Needed] Unknown The base level of the Speed stat.
Base Melee 3 0x1A See description. Unknown The base level of the Attack and the Defence stat.

0x1A = AAAA BBBB (bits)
0x1B = XXXX ZZZZ (bits)
0x1C = 0000 YYYY (bits)

where ZZZZ AAAA BBBB (bits) = Base Attack
and YYYY XXXX (bits) = Base Defence

Base Magic 3 0x1D See description. Unknown The base level of the Power and the Resistance stat.

0x1D = AAAA BBBB (bits)
0x1E = XXXX ZZZZ (bits)
0x1F = 0000 YYYY (bits)

where ZZZZ AAAA BBBB (bits) = Base Power
and YYYY XXXX (bits) = Base Res.

HP Growth 1 0x20 uint8[Verification Needed] Unknown How much HP grows at level up, x10.
Eg.:
  • A value of 84 will raise HP by 8, with a 40% chance of being 9.
  • A value of 52 will raise HP by 5, with a 20% chance of being 6.
MP Growth 1 0x21 uint8[Verification Needed] Unknown How much MP grows at level up, x10.
Speed Growth 1 0x22 uint8[Verification Needed] Unknown How much Speed grows at level up, x10.
Attack Growth 1 0x23 uint8[Verification Needed] Unknown How much Attack grows at level up, x10.
Defense Growth 1 0x24 uint8[Verification Needed] Unknown How much Defense grows at level up, x10.
Magic Pow. Growth 1 0x25 uint8[Verification Needed] Unknown How much Power grows at level up, x10.
Magic Res. Growth 1 0x26 uint8[Verification Needed] Unknown How much Resistance grows at level up, x10.
Unknown 1 0x27 uint8[Verification Needed] Unknown Always appears to be a copy of Resistance Growth (above).

Never appears to be read from any routine...

Movement 1 0x28 uint8[Verification Needed] Unknown The 'Move' value of job.
Jump 1 0x29 uint8[Verification Needed] Unknown The 'Jump' value of job.
Evade 1 0x2A uint8[Verification Needed] Unknown The 'Evade' value of job.
Movement Style 1 0x2B uint8 Unknown The lower 4 bits represent how this job stands.
  • 0x0 - Errorous
  • 0x1 - Normal?
  • 0x2 - Normal again?
  • 0x3 - Crawl
  • 0x4 - Float (ie: can walk on water)
  • 0x5 - Tonberry

The upper 4 bits represent how this job moves.

  • 0x0 - Errorous
  • 0x1 - Walk
  • 0x2 - Fly
  • 0x3 - Teleport
Unknown 1 0x2C uint8[Verification Needed] Unknown Unknown.
Equip-able Items Index 1 0x2D uint8[Verification Needed] Unknown. The word (4 bytes) at 0x51D0F4 + (X * 4), where X is the value of this byte, determines what items are equip-able.

Each bit (0x00 being the least significant and 0x1F being the most significant) in the word determines a different type of item:

  • 0x00 - Sword
  • 0x01 - Blade
  • 0x02 - Saber
  • 0x03 - Knight Sword
  • 0x04 - Great Sword
  • 0x05 - Broad Sword
  • 0x06 - Knife
  • 0x07 - Rapier
  • 0x08 - Katana
  • 0x09 - Staff
  • 0x0A - Rod
  • 0x0B - Mace
  • 0x0C - Bow
  • 0x0D - Great Bow
  • 0x0E - Spear
  • 0x0F - Instrument
  • 0x10 - Knuckles
  • 0x11 - Soul
  • 0x12 - Gun
  • 0x13 - Shield
  • 0x14 - Helmet
  • 0x15 - Ribbon
  • 0x16 - Hat
  • 0x17 - Armor
  • 0x18 - Clothing
  • 0x19 - Robe
  • 0x1A - Shoes
  • 0x1B - Armlets
  • 0x1C - Accessory
  • 0x1D - Not used - But can't be used due to items
  • 0x1E - Not used
  • 0x1F - Not used
Ability Start 1 0x2E uint8 Unknown Represents the start of the array of abilities for this job. Based on the pointer at 0x051BA84 + Race * 4.

NNNN DDDD AAAA TT AP

NNNN = Name Index

DDDD = Description Index(?)

AAAA = Ability Identifier(?)

TT = Type:

00: Breaks Ability;
01: "Action";
02: "Reaction";
03: "Support";
05: "Combo";
Else: "Action"

AP = AP

Ability End 1 0x2F uint8 Unknown Represents the end of the array of abilities for this job. Based on the same pointer.
Job Requirement 1 0x30 uint8 Unknown Index of the Job Requirement data.

See below.

Unknown 3 0x31 ???? ???? Unknown.

Job Requirement Data Structure

The Job Requirement Data Structure is 0x4 bytes long.

Name Length Offset Type Max Value Description
Job ID 1 0x00 uint8 unknown The ID # of the 1st Job.
Amount 1 0x01 uint8 unknown How many abilities are needed in 1st Job.
Job ID 1 0x02 uint8 unknown The ID # of the 2nd Job.
Amount 1 0x03 uint8 unknown How many abilities are needed in 2nd Job.

Default List of Jobs

Index Job Race Playable? Requirements
0x00 - 0x00 0x00 0x00
0x01 - 0x00 0x00 0x00
0x02 Soldier 0x01 0x01 0x00
0x03 Paladin 0x01 0x01 0x03
0x04 Fighter 0x01 0x01 0x03
0x05 Thief 0x01 0x01 0x00
0x06 Ninja 0x01 0x01 0x01
0x07 White Mage 0x01 0x01 0x00
0x08 Black Mage 0x01 0x01 0x00
0x09 Illusionist 0x01 0x01 0x0D
0x0A Blue Mage 0x01 0x01 0x0E
0x0B Archer 0x01 0x01 0x00
0x0C Hunter 0x01 0x01 0x08
0x0D Warrior 0x02 0x01 0x00
0x0E Dragoon 0x02 0x01 0x04
0x0F Defender 0x02 0x01 0x04
0x10 Gladiator 0x02 0x01 0x04
0x11 White Monk 0x02 0x01 0x00
0x12 Bishop 0x02 0x01 0x07
0x13 Templar 0x02 0x01 0x07
0x14 White Mage 0x03 0x01 0x00
0x15 Black Mage 0x03 0x01 0x00
0x16 Time Mage 0x03 0x01 0x0F
0x17 Illusionist 0x03 0x01 0x10
0x18 Alchemist 0x03 0x01 0x10
0x19 Beastmaster 0x03 0x01 0x00
0x1A Morpher 0x03 0x01 0x12
0x1B Sage 0x03 0x01 0x13
0x1C Fencer 0x04 0x01 0x00
0x1D Elementalist 0x04 0x01 0x05
0x1E Red Mage 0x04 0x01 0x06
0x1F White Mage 0x04 0x01 0x00
0x20 Summoner 0x04 0x01 0x11
0x21 Archer 0x04 0x01 0x00
0x22 Assassin 0x04 0x01 0x09
0x23 Sniper 0x04 0x01 0x0A
0x24 Animist 0x05 0x01 0x00
0x25 Mog Knight 0x05 0x01 0x0C
0x26 Gunner 0x05 0x01 0x0C
0x27 Thief 0x05 0x01 0x00
0x28 Juggler 0x05 0x01 0x02
0x29 Gadgeteer 0x05 0x01 0x02
0x2A Black Mage 0x05 0x01 0x00
0x2B Time Mage 0x05 0x01 0x0B
0x2C Goblin 0x06 0x02 0x00
0x2D Red Cap 0x06 0x02 0x00
0x2E Jelly 0x07 0x02 0x00
0x2F Ice Flan 0x07 0x02 0x00
0x30 Cream 0x07 0x02 0x00
0x31 Bomb 0x08 0x02 0x00
0x32 Grenade 0x08 0x02 0x00
0x33 Icedrake 0x09 0x02 0x00
0x34 Firewyrm 0x09 0x02 0x00
0x35 Thundrake 0x09 0x02 0x00
0x36 Lamia 0x0A 0x02 0x00
0x37 Lilith 0x0A 0x02 0x00
0x38 Antlion 0x0B 0x02 0x00
0x39 Jawbreaker 0x0B 0x02 0x00
0x3A Toughskin 0x0C 0x02 0x00
0x3B Blade Biter 0x0C 0x02 0x00
0x3C Tonberry 0x0D 0x02 0x00
0x3D Masterberry 0x0D 0x02 0x00
0x3E Red Panther 0x0E 0x02 0x00
0x3F Coeurl 0x0E 0x02 0x00
0x40 Malboro 0x0F 0x02 0x00
0x41 Big Malboro 0x0F 0x02 0x00
0x42 Floateye 0x10 0x02 0x00
0x43 Ahriman 0x10 0x02 0x00
0x44 Zombie 0x11 0x02 0x00
0x45 Vampire 0x11 0x02 0x00
0x46 Sprite 0x12 0x02 0x00
0x47 Titania 0x12 0x02 0x00
0x48 - 0x00 0x00 0x00
0x49 - 0x00 0x00 0x00
0x4A - 0x00 0x00 0x00
0x4B - 0x00 0x00 0x00
0x4C - 0x00 0x00 0x00
0x4D Official 0x01 0x01 0x00
0x4E - 0x01 0x01 0x00
0x4F - 0x01 0x02 0x00
0x50 - 0x01 0x01 0x00
0x51 - 0x04 0x01 0x00
0x52 - 0x05 0x01 0x00
0x53 Runeseeker 0x14 0x01 0x00
0x54 Hermetic 0x14 0x01 0x00
0x55 - 0x04 0x01 0x00
0x56 Biskmatar 0x13 0x01 0x00
0x57 - 0x13 0x01 0x00
0x58 Li-grim 0x16 0x02 0x00
0x59 - 0x16 0x02 0x00
0x5A New Kid 0x01 0x01 0x00
0x5B Librarian 0x01 0x01 0x00
0x5C Class Head 0x01 0x01 0x00
0x5D PE Head 0x01 0x01 0x00
0x5E D.J. 0x01 0x01 0x00
0x5F Nurse 0x04 0x01 0x00
0x60 Custodian 0x04 0x01 0x00
0x61 Totema 0x15 0x02 0x00
0x62 Totema 0x15 0x02 0x00
0x63 Totema 0x15 0x02 0x00
0x64 Totema 0x15 0x02 0x00
0x65 Totema 0x15 0x02 0x00
0x66 - 0x15 0x02 0x00
0x67 Judgemaster 0x01 0x02 0x00
0x68 Judge 0x17 0x02 0x00
0x69 Judge 0x17 0x02 0x00
0x6A Judgemaster 0x17 0x02 0x00
0x6B Mr. Leslaie 0x17 0x02 0x00
0x6C Battle Queen 0x16 0x02 0x00
0x6D Box 0x01 0x02 0x00
0x6E Statue 0x01 0x02 0x00
0x6F Sphere 0x01 0x02 0x00
0x70 Judge 0x17 0x01 0x00
0x71 Judge 0x17 0x01 0x00
0x72 Judge 0x17 0x01 0x00
0x73 Judgemaster 0x17 0x01 0x00

Help, please...

You can edit this... In fact, please do. I am getting very lazy in my old age.