• Welcome to Final Fantasy Hacktics. Please login or sign up.
 

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - formerdeathcorps

31
The Lounge / Hello
February 08, 2011, 05:32:00 am
Hey everyone.  I am formerdeathcorps, also known as fdc or Sixe or onetwothreefourfive.

FFT was my first FF and I first played it around 6 years ago.  Anyhow, it's still one of the more memorable games I've played, and I've been on here since January of last year, mostly because of 1.3 and because I wanted to make my own hack (and downloaded tools from here about 3 months before that).

Things that I do?
RP
ASM
Math
Chess
Game Mechanics

If you are interested in any of the above, or need help, please ask.
32
The Lounge / Roleplay 1--Day at the Bar
January 11, 2011, 03:46:04 am
This is intended to be the first thread, hopefully of many.

The following rules are only for this roleplay.

Format: Collaborative Fan-Fiction

Specifics:
1) I am the Dungeon/Game Master.  This means I do not RP in the story but will influence story events and will enforce rules.
2) As collaborative fan-fiction, you may post anything you want as long as it's within reason, furthers the RP's plot, and is not an anachronism or out-of-character action.  Note, RPs are NOT the place for spam.  Do NOT post an action simply to post.  If you have any doubts, PM me.
3) This RP is intended to be short, simply to warm everyone's feet, so to speak.  It's also to ensure this RP will be finished.  In fact, I already have elements of the plot decided, but the ultimate plot lies in the hands of the players.  If you look around the forum, you might even realize what my plans are before I put them in place; I will try to give hints.
4) Don't violate any forum rules while participating in this RP.
5) Have fun!

Setting: The Substitutes Pub, a crowded one-floor pub in the slums surrounding Zeltennia Castle
33
PSX FFT Hacking / ASM Collective BATTLE.BIN Map
January 06, 2011, 05:09:33 am
This thread is intended to essentially function as a collaborative thread for completely decompiling essential files into the requisite subroutines.  Eventually, we'll put this all on the Wiki.

We need to organize a group ASM decompilation of all of BATTLE.BIN.  There's enough people here who know how to do this and we all know Square's coding is horridly inefficient.  Doing this should open up more space for hacks, and will allow us to finally get a grip on how the AI works.
34
PSX FFT Hacking / Formula Offset Table
January 05, 2011, 06:33:04 am
The offsets for them are from 0x128614 to 0x1287A3.  This means:

1) The offsets for all the formulas can easily be traced.
2) You can change any offset to any formula to some custom place.
3) You can freely reorganize all 0x64 formulas to save space by having common routines be accessed only once.

Unfortunately, the RAM used for player data begins right after it so I can't easily expand the table.

Thanks to FFM for helping me find this.
35
Bugs and Suggestions / RP Section
January 04, 2011, 05:04:45 am
How many of you would be interested in a roleplay/writing section for this forum?  This could mean anything from (collaborative) fan-fiction to a structured game (D&D, FFT board game) to a nations campaign (you command countries rather than people) to anything in-between or even outside (like original or non-FF derivative works) the above bounds.

If interested, please post what your RP experience is, as well as your preferences, if any.
36
PSX FFT Hacking / LFT
May 28, 2010, 12:47:29 pm
http://www.rpgdl.com/forums/index.php?topic=2452.0
Anyone played this patch so far?  What do you all think?
37
PSX FFT Hacking / Collection of ASM/Hex
May 18, 2010, 11:30:45 am
It's high time FFH gets back to more research of basic game mechanics:

Deconstructions and Modifications (Debugs/Parts of Razele's Hacks):

Walled units can take damage (v2).  The AI may target walled units with healing or damage (needs confirmation).  The AI still will not target walled units with healing or damage.
BATTLE.BIN
0x120D52 from 0x40 to 0x42
0x124AE2 change 0x40 to 0x42

Remove item duplication (v1).  This deletes the best fit feature.
WORLD/WORLD.BIN
0xB5254 change 8853 to 303D (courtesy of Cheetah at finding the offset and Jack of All Trades for providing me an old backup of my hack to easily spot this offset)

Performing units will evade attacks.
BATTLE.BIN
0x11F3DC change 0x08 to 0x09

Oil takes 2x damage from fire attacks.
BATTLE.BIN
0x11F464 change 982D428C to B74D0508
0xEC6DC
982D438C
5A006390
80006430
03008014
00000000
C74D0508
00000000
F7384490
80008430
03008014
00000000
C74D0508
00000000
CE384384
40180300
CE3843A4
982D428C
1B190608
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000
00000000

Oil takes 2x damage from fire; float takes 2x damage from wind (v2).
BATTLE.BIN
0x11F464 change 982D428C to B74D0508
0xEC6DC
98 2D 43 8C
5A 00 63 90
40 00 64 30
05 00 80 14
80 00 64 30
09 00 80 14
00 00 00 00
CF 4D 05 08
00 00 00 00
F7 38 44 90
10 00 84 30
09 00 80 14
00 00 00 00
BB 4D 05 08
00 00 00 00
F7 38 44 90
80 00 84 30
03 00 80 14
00 00 00 00
CF 4D 05 08
00 00 00 00
CE 38 43 84
40 18 03 00
CE 38 43 A4
98 2D 42 8C
1B 19 06 08
00 00 00 00

Oil takes 2x damage from fire; blind takes 2x damage from darkness (v2).
BATTLE.BIN
0x11F464 change 982D428C to 3A4E0508
0xEC8E8
982D438C
59006490
20008430
06008014
5A006490
80008430
09008014
00000000
534E0508
00000000
F7384490
01008430
09008014
00000000
3E4E0508
00000000
F7384490
80008430
03008014
00000000
534D0508
00000000
CE384384
40180300
CE3843A4
982D428C
1B190608
00000000

Razele's Item Limitation Hack (v2).

BATTLE.BIN
Replace XX with amount of max items you want per battle
Replace YY with XX + 1
Replace ZZ so that XX+ZZ = 0x100 (in hex) or 256 (in decimal).

Ex : For 10 max items per battle,
XX = 0x0A
YY = 0x0B
ZZ = 0x100-0x0A = 0xF6

0x11B864 change 21900000 to 6F4D0508
0x119ED4 change 44384294 to 8F4D0508
0xEC5BC
21900000
0580013C
D0972134
1580023C
AC354234
00002390
YY00642C
05008014
00000000
ZZFF6324
XX000424
804D0508
00000000
21200300
21180000
804D0508
00000000
000024A0
000043A0
01002124
01004224
01005226
0E00442E
EDFF8014
00000000
1580033C
BB356334
000060A0
1980013C
21900000
1A0A0608
00000000
1580023C
BB354290
21004014
00000000
1580023C
00344234
000044AC
040045AC
080046AC
21300000
0580023C
D0974234
1580033C
AC356334
00004490
00006590
21208500
6400852C
0200A014
00000000
63000424
000044A0
01004224
01006324
0100C624
0E00C42C
F3FF8014
00000000
01000424
1580023C
BB3544A0
1580023C
00344234
0000448C
0400458C
0800468C
1980023C
44384294
B7030608
00000000

Only X species of monsters are mountable.
BATTLE.BIN
0x10D3E4 change 0x03 to 0xYY
0xYY = 3 * X.  The monsters will go in order of job number, as listed in FFTPatcher.

Blade Grasp now blocks all melee 1 range weapons except bags (v2).
BATTLE.BIN
0x126054 change F6384290 to 5C4D0508
0x12605C change 0x10 to 0x20
0xEC570
D8384390
40200300
21208300
80200400
0680053C
2128A400
BD2EA590
F6FFA524
0A00A52C
0300A014
F3384290
17340608
00000224
17340608
00000000

Blade Grasp now blocks all melee and lunging weapons (v2).  If you want to exclude bags and cloths, change 0xED to 0xEF and 0x04 to 0x02.
BATTLE.BIN
0x126054 change F6384290 to 564E0508
0x12605C change 0x10 to 0x20
0xEC958
D8384390
40200300
21208300
80200400
0680053C
2128A400
BD2EA590
F6FFA524
0A00A52C
0700A014
BD2EA590
EDFFA524
0400A52C
0300A014
F3384290
17340608
00000224
17340608
00000000

Blade Grasp now blocks all sharp weapons + fists (v2) except axes and flails (which are pathetic as is).
BATTLE.BIN
0x126054 change F6384290 to 564E0508
0x12605C change 0x10 to 0x20
0xEC958
D8384390
40200300
21208300
80200400
0680053C
2128A400
BD2EA590
FAFFA524
0600A52C
0700A014
BD2EA590
F0FFA524
0100A52C
0300A014
F3384290
17340608
00000224
17340608
00000000

Hex Edits

Change brave gain by chickened units.
BATTLE.BIN
0x11C290 change 0x81 to 0xYY
The brave gained + 0x80 = 0xYY.  Obviously, you cannot gain more than 127 brave.

Change brave gain by Brave Up.
BATTLE.BIN
0x124090 change 0x83 to 0xYY
The brave gained + 0x80 = 0xYY.  Obviously, you cannot gain more than 127 brave.

Change faith gain of Face Up.
BATTLE.BIN
0x1240A4 change 0x83 to 0xYY
The faith gained + 0x80 = 0xYY.  Obviously, you cannot gain more than 127 faith.

Arrow Guard now blocks gunshots.
BATTLE.BIN
0x126128 change 0xF5 to 0xF6
0x12612C change 0x02 to 0x03

Change reaction ability activation rate (v1).  Note, this affects all reactive counter abilities.
BATTLE.BIN
0x12639C change 0x64 to 0xYY
The chance of a reaction to activate is (Br / YY).

Change the stat required to activate reactions (v1).  Note, this affects all reactive counter abilities.
BATTLE.BIN
0x126398 change 0x24 to 0xYY
The list of what number corresponds to what stat is here: http://www.ffhacktics.com/wiki/Formula_Hacking.

Change initial items.
SCUS_942.21
0x3322C-332A7
I will explain how to fix this without knowing any ASM.  XX 00 0Y 34 means that you will start out with XX copies of any item ZZ 97 2Y A0, where ZZ references the item.  Note how Y corresponds (for the sake of safety, Y should only be either 2 or 3).  You will notice 05 00 02 34 appears first and 01 00 02 34 appears second.  This is because you start with 5 potions (D0), but 1 of rarer chemist consumables.  Thus, changing the 05 will change the initial amount of potions, changing 01 will change the initial amount of all the other chemist items (except antidote and PD).

ASM

Invite will now be appropriately used by the AI (v1).

BATTLE.BIN
0x1271E4 change 08004014 to 694E0508
0x127220 change 08004014 to 744E0508
0xEC9A4
08004014
00000000
59008290
00000000
40004230
03004014
00000000
80380608
00000000
7A380608
00000000
08004014
00000000
59008290
00000000
40004230
03004014
00000000
89380608
00000000
90380608
00000000

Blind and Confuse overrides concentrate/transparent accuracy bonus and now divides accuracy by 2 (v3).  Will affect monsters and humans equally.
BATTLE.BIN
0x11E350 change DC 38 to 82 26
0x11E35C change 42 10 02 00 to 7B 4E 05 08
0xEC9EC
42 10 02 00
00 00 62 A0
24 63 C0 01
00 00 62 90
00 00 00 00
42 10 02 00
D8 14 06 08
38
Bugs and Suggestions / Main Site Update
May 04, 2010, 11:40:46 am
The main site's downloads and information needs to be updated.

For one, the latest released version of gomtuu's program is not .17 but .55.  Also, we have far more tutorials (like philsov's tutorial on making Equip X abilities or Zodiac's ASM lessons) than listed, while others are now obsolete (Lydyn's) due to better programs.  Some other forum resources, like Naverie's list, should also be added, I think.
For videos, we should add the DEB vs. Kanbabrif duel just for fun, as a complement to CoK.

As for Event Instructions (my additions in bold, conjectures underlined),
10   DisplayMessage
11   UnitAnim
12   
13   ChangeMap
16   Pause
17   
18   Effect
19   Camera
1A   
1B   
1C   Initialize DisplayCondition
1D   
1E   
1F   Focus
21   Sound
22   Music
23   
24   
25   
26   
27   
28   WalkTo
29   WaitWalk
2A   BlockStart
2B   BlockEnd
2C   
2D   RotateUnit
2E   Background
31   ColorBGBeta
32   ColorUnit
33   ColorField
37   
38   
39   
3A   
3B   SpriteMove
3C   Weather
3D   RemoveUnit
3E   Goto Next Scene/Return to World Map--coordinated with ATTACK.OUT
3F   
40   
41   Earthquake
42   
43   
44   Draw
45   AddUnit (cancels RemoveUnit)
46   Erase
47   
48   
49   AddUnitBlock (Add units all at once)
4A   EndAddUnitBlock
4B   
4C   BlackoutBeta
4D   
4E   
4F   
50   PortraitCol
51   ChangeDialog
53   FaceUnit
54   
55   UseFieldObject
56   
57   EndUseFieldObject
58   LoadEVTCHR
59   SaveEVTCHR
5A   
5B   
5C   
5D   
5E   
5F   WarpUnit
60   Goto World Map/Next Event--coordinated with ATTACK.OUT
61   
62   
63   Many things, but {63}AA is restore status between battles
64   EndRotateUnit
65   EndFaceUnit
66   
68   
69   
6A   
6B   BGSound
6C   
6D   
6E   
6F    EndSpriteMove
70   
71   
72   
73   
74   
75   
76   DarkScreen
77   RemoveDarkScreen
78   DisplayConditions
79   MovementAnim
7A   DismissGuest
7B   
7C   
7D   ShowChapter
7E   
7F   
80   March
81   
82   
83   Modify Stats
84   
85   Date
86   TempWeapon
87   Arrow
88   
89   
8A   EffectStart
8B   EffectEnd
8C   
8E    
8F   
90   
91   ShowMapTitle
92   Inflict Status
93   RetainUnitAnimation (used when battles conclude)
94   TeleportOut
95   
96   
97   ResetUnitColor
98   TeleportIn
99   
A0   
A1   
A2   
A3   
A4   
A5   
B0   ADD
B1    SET EQUAL TO PLAYER CHOICE BOOLEAN
B2   SUB
B4   MULT
B6   DIV
B8   MULTHI
B9   DIVHI
BA   AND
BC   OR
BE   ZERO
DB   EventEnd
E5   WaitForInstruction
F1   Wait
F2
FB    ChoiceStart
FC    ChoiceEnd
39
Help! / Battle Trophies
May 02, 2010, 02:40:46 am
In most battles that are kill the boss, you will still be awarded the battle trophies of the subordinates, even if you didn't kill them.

However, in the rooftop battle at Riovanes against Elmdor, killing Celia or Lede doesn't reward you Elmdor's Cursed Ring.  Anyone know what event script causes this to happen?
40
Help! / Cannot View r3000 Debugger
April 26, 2010, 09:12:19 pm
I can't get my r3000 debugger to work on my psxrel.exe file (which is the special debugger version of pSX 1.13) because r3000 view screen never appears, even when I try to maximize it.
41
Archives / Melonhead's New Tool?
April 26, 2010, 07:36:20 am
http://fft.nm.land.to/cgi-bin/upload.html (the latest download).  If I'm not mistaken, that's some beta tool by melonhead.  What does it do?
42
Help! / Leaving the Party
April 23, 2010, 06:09:32 am
I can't seem to find the events that trigger special guests (like Gafgarion) to leave the party.  Does anyone know where these are?

Also, on an unrelated note, does anyone know how to image edit BONUS.BIN?  I'd like to fix a few battle conditions like the infamous "Defeat Dycedarg's Elder Brother" glitch.
43
PSX FFT Hacking / Hex Discovery on Status Effects
April 10, 2010, 02:03:49 am
OK, I think I might have just made a discovery on AI targeting of units with a given status effect.

Razele was able to get the AI to "target" transparent units.  I think what he actually did was to set transparent units to be attacked by the AI if transparent units are within range of the AI (meaning that if you had one transparent unit in an inaccessible corner of the map, you could still never lose as long he didn't do anything or take damage).  You can test this at Nogias by having a transparent unit do absolutely nothing in the corner.  The AI will not close in on your unit as long as your unit does not reveal himself.  Of course, if the AI can target the map, you're always in range, and if you have some other negative status effect, the AI will consider that as a valid reason to target you.

In BATTLE.BIN, the hex near the transparent fix was:
42 30 0F 00 40 10 80 00, where Razele changed 40 to 00.
The 4 bytes that preface it appear exactly 12 times in BATTLE.BIN.  There are exactly 12 status effects in which the AI will not target a unit: Charm, Confuse, DS, Dead, Wall, Transparent, Jump, Petrify, Charging (if set as innate rather than charging a spell, only the charging unit or any monster will be attacked), Perform (if set as innate rather than caused by preparing a dance, only the performing unit or any monster will be attacked), Crystal, and Treasure.  I suspect there may be a one-to-one correspondence between the two.
44
PSX FFT Hacking / Status Effects
April 05, 2010, 09:43:01 pm
Below is a list of status effects, sorted on how well the game and AI treats the infliction of the given status effect.

Do Not Add:
Charging (the enemy will never try to break charging status with an action [except one that explicitly removes charging status and targets ally] if it is not tied to a spell or archer charge...similarly, they will not target your units if any member of your party or theirs gains charging this way)
Jump (Freezes the game)

Cannot be Initial:
Charm
Berserk
Confuse
(Reason is that you will still retain control of your unit until he/she is set on AI control or receives damage)

Will be Reset by Damage:
Chicken
Critical

Is Bugged:
Wall (Must be enemy-only.  The AI will always consider walled units to be not targetable, even if you unflag ignore attacks and change the relevant ASM bit from 40 to 42.  There's probably another behavior bit involved that we don't know yet.  Units with wall will not be targeted for damage or healing...though you can make them revivable if you have death cancel wall.)
Invite (Only works if player-only.  Your units, if receiving the status from the enemy, will remain under your control.)
Crystal/Treasure (Freezes game if 2+ units are affected by it at once with one spell)

Cannot be Reversed:
Invite
Crystal
Treasure

Cannot Stack (needs more work):
Frog with Don't Move, Don't Act, or Stop.

Cannot be Initial if unit has AI Script and First Turn (needs more work):
Stop
Sleep
Dead (unit often will revive with 1 HP when this happens)

Will be Ignored by AI for Damage:
Wall
Charm
Confuse
Death Sentence
45
PSX FFT Hacking / MP Drain Bug
April 04, 2010, 04:29:10 am
Even if the enemy MP is 0, you can still  drain MP from enemies.

If we know the addresses for the damage formulas, wouldn't this be as easy as adding an if statement to check and take the minimum of MP damage and curMP (assuming the next line is HP healed = minimum)?
46
New Project Ideas / My Patch (Unamed)
April 02, 2010, 01:42:45 am
OK, so here's a beta of my patch.  The link to the PPF is here: http://www.sendspace.com/file/tfxdrf.  For sprite reasons, you MUST patch this to a FFT ISO that has been extended with the .457 version of ShiShi but has no other changes in it.  The link to .457 is http://ffhacktics.com/smf/index.php?topic=3446.

Changes (from vanilla, not 1.3):

Item and Equipment Changes (from Vanilla):
Daggers:
Platina Dagger is now the Tonberrian and has a 25% chance to add voodoo (guaranteed 999 damage, regardless of Zodiac or stats, but is darkness elemental and thus is worthless against the undead and most bosses).
Orichalaum adds poison.
Air Knife now procs gusty wind.
WP of low-level knives have been raised.
Swords:
Long Sword => Flametongue (Fire Element, 14 WP, +Fire3). No longer buyable.
Nagrarock boosted to 15 WP. No longer poachable.
Materia Blade => Crescent Blade in all but name (20 WP, +Haste, 2H). Found in DD.
Sasuke Knife has 35% W-EV and is 17 WP.
Iga Knife => Orochi (20 WP, Blood Leech, 2H).
Koga Knife => Moonsilk Blade but with 2H (26 WP, 2H)
Kikuichimoji is now 14 WP but adds dispel magic.
Muramasa is now 15 WP and has 25% chance of life drain.
Masamune now procs meteorain (which works despite the require materia sword boolean--thanks to ASM'd for the idea).
Chirijiraden is now 2H.
Chaos Blade => Durandal but with 2H (26 WP, Holy Element, Protect/Shell, 2H)
Excalibur is now 2H with 24 WP.
Ragnarok is now 21 WP.  Not 2H.
Lances, Axes, and Flails:
Javelin I => Blood Lance (11 WP Blood Leech)
Javelin II is now 2H.
Partisan now has 25% chance of dealing critical (axe proc from 1.3).
Dragon Lance => Gungnir in all but name and WP (Lightning Element, 18 WP, +Bolt3, 2H)
Battle Axe => Golden Axe (30 WP, 2H).  Found in DD.
Giant Axe now adds 2 PA.
Flail => Vesper (36 WP, 2H)
Morning Star adds blind.
Scorpion Tail adds poison.
Bows and Crossbows
Crossbow => Execution Bow (5 WP, 25% Dead)
Hunter's Crossbow => Doubleshot (8 WP, +25% second hit)
Gastrafitis now has 12 WP and procs armorbreak.
WP of low-level crossbows boosted.
Ice Bow now procs Ice2.
Windslash Bow now procs Aero3.
Silver Bow now procs Seal Evil.
Artemis Bow now procs Charm and nulls it.
Yoichi Bow adds 1 Speed.
Perseus Bow adds 2 PA.
Mythril Bow => Sagittarius Bow (24 WP), which now procs odin.
WP of low-power bows raised.
Mage Weapons, Cloths, and Bags
Ivory Stick adds barrier (permanent protect and defend).
Whale Whisker has a 25% chance to proc leviathan.  Is now 18 WP and two-handed.
Battle Dictionary has a 25% chance of adding steal attention.
Monster Dictionary has a 25% chance of adding demon fire.
Papyrus Plate has a 25% chance of adding persuade.
Maldegmen has a 25% chance of adding flare (thanks to 1.3 for the idea), poach and DD only.
Dictionary WP raised.
Poison Rod now procs bio1 instead of adding poison.
Dragon Rod => Stardust Rod (5 WP, +3 MA, +Demi) no longer poachable or findable. Steal-only.
White Staff now nulls death sentence as well as canceling it on hit.
Oak Staff => Nirvana Staff (5 WP, +4 MA) no longer buyable, findable, or poachable. Found in the DD only.
Rainbow Staff now adds water ball at 25%.
Courtesy of 1.3 for the idea, Gold Staff now adds dispel magic at 25%.
Sage Staff now boosts all elements.
Cashmere now halves fire and lightning.
Ryozan Silk now has a 25% chance to cancel charge, perform, and defend.
FS Bag now adds +2 PA/MA.
Shields:
Escutcheon I => Parasol Shield (35 P/M-EV, Halve: Fire/Water--buyable late in Chapter 4, poachable and findable)
Venetian Shield => Reverie Shield in all but name (50 P-EV, 25 M-EV, Halve: All Elements), but harder to find.
Kaiser Plate and Escutcheon II are now harder to find as well.
Diamond Shield => Opal Shield (same stats, but adds regen)
Knight Gear:
Leather Helmet => Brass Coronet (+60 HP, +100 MP, +3 MA, Null: Silence) no longer buyable or findable early on.
Iron Helmet (+24 HP)
Barbuta (+28 HP)
Mythril Helmet (+35 HP)
Gold Helmet (+40 HP)
Cross Helmet (+45 HP)
Diamond Helmet (+55 HP/+10 MP)
Platina Helmet (+60 HP)
Circlet (+65 HP)
Crystal Helmet (+90 HP)
Genji Helmet (+100 HP, +20 MP)
Grand Helmet (+120 HP; Null: Darkness, Sleep)
Leather Armor => Mirage Vest (+120 HP, +1 Speed, Null: Sleep, Poison, Petrify) no longer buyable or findable early on.
Bronze Armor (+35 HP)
Chain Mail (+52 HP)
Mythril Armor (+65 HP)
Plate Mail (+80 HP)
Gold Armor (+95 HP)
Diamond Armor (+105 HP)
Platina Armor (+120 HP)
Carabini Mail (+90 HP, Always: Protect)
Crystal Mail (+170 HP)
Reflect Mail (+130 HP, Always: Reflect)
Genji Armor => Grand Armor except in name, but with re-raise being only initial (+200 HP, Always: Regen, Start: Re-Raise)
Maximilian => Onion Armor except in name (+250 HP)
Light Gear:
Feather Hat => Acacia Hat (+120 HP, +20 HP, +2 Speed, Null: Charm, Confuse, Berserk) no longer buyable or findable early on.
Red Hood (+12 HP, +8 MP)
Headgear (+16 HP, +1 PA)
Triangle Hat (+20 HP, +12 MP, +1 MA)
Green Beret (+28 HP, +1 Speed)
Twist Headband (+36 HP, +2 PA)
Holy Miter (+32 HP, +20 MP, +1 MA)
Golden Hairpin (+44 HP, +50 MP, Null: Addle)
Flash Hat (+40 HP, +12 MP, +1 MA/SP)
Thief Hat (+24 HP, +2 SP, Null: Don't Move, Don't Act)
Leather Outfit => Brave Suit except re-raise is only initial (+120 HP, +40 MP, Always: Regen, Start: Re-Raise) no longer buyable or findable early on.
Leather Vest (+30 HP)
Chain Vest (+40 HP)
Mythril Vest (+50 HP)
Adaman Vest (+60 HP)
Wizard Outfit (+70 HP, +15 MP)
Brigandine (+80 HP)
Judo Outfit (+80 HP, +1 PA, Null: Dead)
Power Sleeve (+65 HP, +2 PA)
Earth Clothes (+100 HP, +10 MP, Absorb/Boost: Earth)
Secret Clothes => Fluid Vest (+20 HP, +1 Speed, Absorb/Boost: Water, Initial: Transparent)
Black Costume (+120 HP, Null: Slow, Stop)
Mage Gear:
Linen Robe => Sage's Robe (+120 HP, +100 MP, Halve: All Elements) no longer buyable or findable early on.
Silk Robe (+32 HP, +16 MP)
Wizard Robe (+54 HP, +22 MP, +2 MA)
Chameleon Robe (+72 HP, +28 MP, Cancel: Dead, Absorb: Holy)
White Robe (+85 HP, +34 MP, Halve: Fire/Ice/Lightning)
Black Robe (+100 HP, +30 MP, Boost: Fire/Ice/Lightning)
Light Robe (+120 HP, +50 MP, +1 PA/MA, Null: Blind and Oil)
Accessories:
Elf Mantle has the same effect as white robe.
Dracula Mantle boosts dark and nulls vampire and undead.
Vanish Mantle => Windstripe Cloak (+35 M-EV, Null/Boost: Wind, Permanent: Transparent)
Power Wrist adds 15 P-EV.
Jade Armlet adds 15 M-EV.
Defense Ring adds Shell.
Defense Armlet adds Protect.
Magic Ring adds 1 MA.
108 Gems now only cancels frog and poison.
Reflect Ring adds 1 MA and cancels oil (because oil cancels protect).
Water Ball => Ice Ball (technically, it's snowball, but I can't change the item to look in the right shade of light blue)
Magic Shuriken => Rising Sun (18 WP)
Cherche adds reflect and shell and 1 PA.
Setiesmon adds protect and permanent defending and 1 MA.
Salty Rage => Tynar Rouge (+3 PA/MA, Start: Haste/Protect/Shell) no longer poachable or findable early on.
Potions:
X-Potion, Ether, and Hi-Ether joined the list of poach-only potions.
Antidote => Dream Essence (+100% Protect/Sleep)
Eye Drop => Acid Beaker (low, unblocked damage, +25% blind)
Echo Grass => Hot Oil (+100% Oil)
Maiden Kiss => Life's Essence (+100% Regen/Slow)
Soft => Tonic (+100% Haste/Poison)
Holy Water now cures curse.


Mechanics Changes:
Status Effects
Poison doesn't end.
Wall is now Astra, which is an unending status that cancels and protects against negative status (but not damage). Is only canceled by curse, dispel magic, and death and is enemy only.
Oil now grants weakness to fire.
Float cancels stop; stop cancels float.
Dark/Evil Looking is now Curse, which is an unending status that cancels and blocks against positive status. Is only canceled by astra, holy water, and esuna 2 (deathspell 2); only special unit class and enemy units can consistently use it.
Silence is now Addle (which now affects everything except item, throw, and draw out). Now voids counterattacks.
Oil now cancels Reflect.
Perform now cancels Transparent and gained the ability to evade while performing.
The AI will now target units with transparent.
Re-Raise now cancels Death Sentence and vice-versa.
Undead now cancels re-raise.
Death Sentence ignores death immunity.
Death no longer cancels blood suck.
Berserk no longer inhibits counter abilities.
Chickened units heal 4 brave.
Blind units taken double damage from darkness.
Blind units lose transparent and do not receive it back until blind is lost.
Caution/Defend set to -25% physical damage.
Bug and Exploit Fixes
Enemies will no longer throw or equip legendary weapons or gear, but ninjas are able to learn all throws. Throw Knight Sword is now throw instrument.
All human units can go on bar propositions.
You can rename all units.
You can no longer get any skills from crystals. Undead monsters and units will always come back to life. Monsters always crystallize.
You can no longer breed monsters.
You can no longer duplicate items with the best fit glitch.
Phoenix Down deals 25% max damage to undead. All other player accessible revival attacks are target ally only.
% HP damage is now capped.
Blade Grasp removed from player access.  MP Switch and Teleport is now only on alchemist.  Hamedo is now only an invitable monster class.  Almost all reactive counter abilities will no longer be accessible early.
Permanent brave/faith modification deleted.
You can no longer buy generic soldiers. You can still invite some, but you have to know where to look. You can no longer gain the truly desirable poach items until Chapter 4 (and is still super-rare outside the DD which is now fixed level 99).  Regardless, enemy levels will scale to yours.
Level down attacks and traps removed.
Difficulty Increases
Money gain is cut by 50-75%.
Enemies are better item-spammers.
You can no longer level grind to obtain Chapter 4 equips from random battles until at least late Chapter 3 by then which it wouldn't matter.
Only the alchemist class can mime things, and that is restricted to attack, throw, item, and draw out.
The original archer charge skills are now AI only with reduced CTs and resistance to addle. For what you have, please see the job classes section.
The original lancer skills are now AI only at 9v9 (courtesy of FFTR) with resistance to addle. For what you have, please see the job classes section.
The original geomancer skills are now AI only and deal more damage than the original with resistance to addle. For what you have, please see the job classes section.
Player monks must now buy martial arts. The enemy does not. For more changes, please see the job classes section.
Player ninjas must buy two swords and lost abandon. The enemy does not. For more changes, please see the job classes section.
Dances and songs have reduced charge times, but now all cost MP. Angel Song no longer heals the caster's MP and has been nerfed. Both are now on one female unit class called performer.
All forms of instant healing of HP, and especially MP, have been nerfed.  Almost all physical unit classes will have attacks that cost MP, especially stat break attacks.  Most physical unit classes took nerfs to MP growth.
Exponential EXP system introduced (to get to the next level, you need twice as much EXP as the level before). Rescaled most job classes, and most advanced jobs are harder to unlock.
Lucavi status spells are now almost all 100%. Added 100% crystal, dead, revival/anti-undead (which can target enemies, unlike yours) spells.
Enemies will have stronger variants of your attacks.
New Features
C-EV is full from the front; half of normal from the side; and 1/4 of normal from the back.
Equip Knife = Equip Katana + Ninja Knife
Equip Sword = Equip Sword + Knight Sword
Equip Crossbow = Equip Crossbow + Bow
Equip Axe = Equip Axe + Flail
Almost all spells charge as fast as they do in 1.3.  Only foxbird, addle, and golem took nerfs to effectiveness.


Skillset Changes (if something is not noted, there is no change from vanilla--unless otherwise noted, stats are from vanilla):
[attachment=0:1vn08lpk]Chart.jpg[/attachment:1vn08lpk] (Courtesy of leoncpa.  His ASCII chart skills are far better and neater than my skills in Paint.)

Squire
Power Break (15 MP now; -2 PA)
Mind Break (15 MP now; -2 MA)
Heal (cancel oil, blind, poison)
Dash (25% cancel defend, perform, charge--thanks to 1.3 for the idea)
Throw Stone (100% knockback--thanks to Zodiac's hack)
Wish (Vanilla's version...the only instant heal spell I didn't nerf since there's a HP cost)
Weapon Guard
Equip Axe (and flails)
Equip Shield (but cannot use shields)
Gained-EXP UP
Defend
Has 30 MPC (was 15).

For chemist, see what I did to potions above.  Know that ether, hi-ether, and X-Potion are no longer buyable through the normal shop.  Enemy Auto-Potions always heal for 150 HP.

Archer
Head break
Shield Break
Magic Break (-30% of target maxMP)
Sonicboom (range 4, 2v1, 20 MP, wind elemental damage)
Eye Shot (weapon range/effect, 2 CT, PA*(WP+2), 25% blind)
Fire Shot (weapon range/effect, fire elemental, 5 CT, PA*(WP+6))
Ultima Masher (weapon range/effect, 35 MP, 8 CT, PA*(WP+20))
Arrow Guard
Sunken State (since transparent now only grants ignore evasion)
Equip Bow (crossbow and longbow)
Secret Hunt
Jump +1

Monk
Spin Fist (5 MP, non-evadable, self, 2v1)
Repeating Fist (8 MP)
Wave Fist (10 MP, Wind Elemental)
Earth Slash (20 MP, non-evadable, 8v3 linear, earth elemental)
Chakra (10 MP, no longer heals self, effectiveness cut in half)
Revive (15 MP)
Secret fist (10 MP, 1v0, evadable)
Stigma magic (5 MP)
Brave Up
Distribute (combined with chakra this is effective)
Martial Arts
Move-EXP UP.
Requires level 3 squire.

White Mage can now use dictionaries.
Cure
Cure 2 (heals more, now 1v2)
Cure 3 (heals as much as Cure4 used to, now 1v3)
Unicorn (technically a summon; heals 35% of maxHP, but can only be used if unit have a status effect curable by esuna)
Raise
Raise 2
Regen
Protect
Protect 2
Shell
Shell 2
Wall
Esuna
Holy
Regenerator
Face UP
Magic Defense UP
Move-HP UP

Black Mage gained MA Save and lost counter magic.  The level 2 damage spells have Y = 20 and the level 3 damage spells have Y = 32, but now cost more JP to learn.  The level 4 spells have been replaced by ifrit, ramuh, and shiva.  Gained dispel magic, but lost poison.

Juggler requires level 3 archer and has thief stats and equips. Has ninja skillset except that throw knight sword is throw instrument. Has caution, concentrate, and catch.  Cannot use two swords since their second hand is always fiddling around with something.

Geomancers
Blue fire (+25% sleep, dead, fire elemental, 1 CT, 12 MP)
Snow Sweep (+25% Addle, ice elemental, 1 CT, 10 MP)
Wind Swirl (+25% darkness, don't act, slow, wind elemental, 1 CT, 10 MP)
Falling Rain (+25% frog, death sentence, water elemental, 1 CT, 12 MP)
Earth Tilt (+25% confusion, earth elemental, 1 CT, 8 MP)
Nature Soul (+25% petrify, stop, don't move, non-elemental, 2 CT, 12 MP)
Counter flood
Attack UP
Move on Lava
Any Ground
The revamped spells deal more damage than original geomancer spells, but it's only noticeable at early levels. Counter flood now always deals more damage than the attacks (and enemy geomancers will use the higher damage counter flood attacks). Addle now affects all these spells.  MPC is now 26 (from 13).

Time Mage lost MP Switch and Teleport. Demi and Demi2 are darkness elemental (courtesy of 1.3 for the idea). Reflect is now Bubble (4 CT, 20 MP) and adds haste, reflect, and float to one target. Start hasted in battle and are immune to slow.  Float is now 3v3.

Oracle lost silence song/addle, blind rage, dispel magic, and foxbird. Gained darkness (need better name--darkness elemental level 2 spell with vertical = 0 but cannot be reflected, evaded, or cause friendly fire), re-raise, and poison.  Blind is now 3v3 (and doubles damage from darkness).

Summoners cannot learn martial arts since the idea of physical combat is foreign to their nature.
Moogle (Heals 1/8th of maxHP + 100% Regen)
Titan (+25% confuse, JP increased to 400)
Madeen (holy elemental variant leviathan; all costs except JP are the same)
Carbunkle (adds reflect and transparent [which is 100% accuracy next hit])
Bahamut (+25% slow)
Odin (+25% berserk)
Leviathan
Salamander (+25% oil since its AoE is less than madeen and leviathan)
Silf (Wind elemental variant of titan, +25% addle)
Cure 4 (Functions like exactly Fairy but is 2v3 and uses cure animation)
Lich
Cyclops
Zodiac
MP Restore
Half of MP

Mediators can now use dictionaries.
Invitation (10 MP)
Persuade (10 MP)
Yell (12 MP)
Threaten (12 MP now only reduces 10 brave)
Preach (+5 faith)
Solution (-10 faith)
Crazy Talk (+Addle)
Insult
Mimic Daravon
Finger Guard (now blocks most monster status effect attacks)
Train
Monster Talk
Equip Gun
Monster Skill

Red Mage has innate weak and halve to all elements (which fixes elemental damage taken).
Barrier (+defend, protect, 3 CT, range 4, 1, 24 MP)
Esuna 2 (aka deathspell 2, removes all negative status, including curse, 4 CT, range 4, 1, 24 MP)
Golem (summoner spell but accuracy cut in half)
Foxbird
Aero3
Quake3
Flood3
Bio3 (learn from apanda only)
Curse (random hits, 2v3, target enemies only, 45 MP, instant, darkness elemental, 6.25% chance of adding curse).
10 HPC, 110 HPM, 11 MPC, 100 MPM, 100 SPC, 100 SPM, 48 PAC, 95 PAM, 50 MAC, 115 MAM, 4 Move, 3 Jump, 12 C-EV, equips sword, rod, staff, book, and stick, wears medium equips (everything except knight armor). Level 8 WM/BM, Level 7 TM/Or

Advanced Jobs require spillover JP to master, or are dependent on jobs requiring spillover JP.

Lancers require level 6 in themselves, level 4 juggler, and level 8 squire to unlock.
Fire Breath (25 MP; MA*15, evadable)
Ice Breath (25 MP; MA*15, evadable)
Thunder breath (25 MP, MA*15, evadable)
Armor Break
Lancet (1v0, 35 MP, evadable, drain HP)
Jump (Range 5v5, Effect 1, 1/3 recoil damage, non-evadable, instant)
Dragon Spirit
Equip Spear
Equip Armor
Jump +2
Move in Water
All attacks are affected by addle.  MPC is 28 and MPM is 90.

Swordmaster require level 6 in themselves, level 4 geomancer, and level 8 squire to unlock.
Weapon Break
Accumulate (10 MP)
Praise (+5 Brave)
Greased Bolt (Require sword, 100% accuracy, non-evadable, cancels most reaction abilities, 1v1, 10 MP)
Multi-hit (May repeatedly hit, require sword, evadable, 1v1, 20 MP)
Sharp Hit (25% chance critical damage, not effective against bosses or undead, require sword, evadable, 1v1, 25 MP)
Counter
Equip Katana
Equip Sword
Walk on Water
Move +1
12 HPC, 95 HPM, 22 MPC, 95 MPM, 90 SPC, 120 SPM, 45 PAC, 118 PAM, 55 MAC, 75 MAM, 4 Move, 3 Jump, 5 C-EV, equips knife, sword, knight's sword, katana, ninja knife, wears only light equips (no robes or armor).

Thief now requires level 5 juggler, level 7 swordmaster, and level 4 archer and has ninja stats and euqips. They lost steal gil and steal EXP and gained mug (3 MP, weapon damage + 25% steal gil), steal attention (MA+50%, Cancel: defend, charge, perform), and speed break (20 MP).  They now have speed save, two swords, move +2, and gilgame heart.

Samurai
Abilities Lost:
Asura
Koutetsu
Abilities Changed:
Heaven's Cloud's power was reduced.  Now holy elemental.
Kikuichimoji's power was reduced.  Now fire elemental.
Muramasa's is now Range: 1v3, Effect: 2v3, target enemy.  Now darkness elemental.
Murasame's effectiveness was halved.  Bizen Boat now procs protect/shell.  Kiyomori now procs haste/regen.  All such spells work are now Range: 1v1, Effect: 2v1, but doesn't affect the self.
Masamune now inflicts the MP damage bizen boat with Y = 12.
Chirijiraden is now fire elemental.
R/S/M:
Counter Slash (counter at ~1.5x strength, only if sword is equipped)
A Save
Two Hands
Jump +3
MPM is 50; MPC is 15.  Requires level 5 geomancer, level 7 lancer, and level 4 monk.

Berserker is male-only.
Triple Attack (10 MP)
Fury (+Berserk and Haste Status)
Gather Power (25 MP)
Prepare (20 MP; +Protect/Shell to self, instant)
Cheer Up (Same range as heal, Cancel: Addle, Berserk, Confuse)
Downsize (deals 50% of target HP, 1v0, 40 MP; not effective against bosses or undead)
Bonecrusher (I don't like the name meatbone slash, which doesn't make too much sense)
Move MP-UP
Move +3
Ignore Height
10 HPC, 120 HPM, 15 MPC, 85 MPM, 100 SPC, 100 SPM, 40 PAC, 120 PAM, 50 MAC, 80 MAM, 4 Move, 4 Jump, 0 C-EV, equips sword, knight's sword, axe, and lance, wears only light equips (no robes or armor). Level 7 Thief/Samurai/Swordmaster/Lancer.

Performer is female-only.
Wiznaibus (4 CT, 5 MP, 75% accuracy)
Witch hunt (4 CT, 5 MP, 75% accuracy)
Life song (4 CT, 5 MP, 75% accuracy)
Angel song (4 CT, 20 MP, effectiveness cut by 3/4, no self-heal, 75% accuracy)
Battle Song (6 CT, 15 MP)
Magic Song (6 CT, 15 MP)
Polka Polka (6 CT, 15 MP)
Disillusion (6 CT, 15 MP)
Cheer Song (8 CT, 20 MP)
Slow Dance (8 CT, 20 MP)
Nameless Song (8 CT, 25 MP)
Nameless Dance (8 CT, 25 MP)
Last Song (10 CT, 28 MP, 50% accuracy)
Last Dance (10 CT, 28 MP, 50% accuracy)
Damage Split
Move +3
Move-MP UP
Move +3
Fly
13 HPC, 110 HPM, 20 MPC, 110 MPM, 100 SPC, 100 SPM, 50 PAC, 115 PAM, 50 MAC, 115 MAM, 3 Move, 3 Jump, 5 C-EV, equips knife, cloths, instrument, wears only light equips. Level 7 Summoner, Mediator, Lancer, Swordmaster

Alchemist, has MP Switch, equip change, teleport, and Maintenance. Can equip everything, but will lose the items after battle; can be used as a money sink or amplifier.
Will mimic attack, item, draw out, and throw commands.
6 HPC, 140 HPM, 11 MPC, 100 MPM, 100 SPC, 100 SPM, 11 PAC, 100 PAM, 11 MAC, 100 MAM, 3 Move, 3 Jump, 0 C-EV, equips everything. Level 7 Chemist, Juggler, Samurai.  Immune to invite and charm.


Special Skillset changes:
All the special squires have counter instead of counter tackle.

Beowulf => Naturalist (innate magic attack up, defense up, move on lava, walk on water):
Eruption (Fire and Earth Elemental 60 MP, 3 CT, Range 4, 3v3, Enemies Only, Add: Poison, Oil, Petrify, each with 25% chance; non-faith high magic damage)
Hailstorm (Ice and Wind Elemental 60 MP, 3 CT, Range: Map, All units except self, Add: Death Sentence, Slow, Stop, each with 25% chance; non-faith medium damage)
Flood (Water Elemental, 60 MP, 3 CT, Range 8, 8v3 linear, Add: Don't Move, Don't Act, Dead, each with 25% chance; non-faith high magic damage)
Thunderbolt (Lightning Elemental, 80 MP, 3 CT, Auto, 2vMap, hit self, Add: Confusion, Berserk, Addle, each with 25% chance, non-faith very high magic damage)
Fury
Nature Soul
Counter Flood
Defense UP
Any Ground
Any Weather
Attack UP
Monster Skill
Has Beowulf's original stats and equips, but cannot use anything associated with knights (no shield, armor, or knight's sword). Immune to invite.

Byblos => Fell Knight (Innate: secret hunt, counter) has Ophiuchus as zodiac sign (just like Serpentarius).
Night Sword (just like Gafgarion's attack, except yours costs 20 MP, is 3v0, and is evadable)
Dark Holy
Dark Sword (just like Gafgarion's attack, except yours costs 20 MP, is 3v0, and is evadable)
Shock (Range: 5v0, Effect 1, MaxHP-Current HP damage to target, 20 MP, evadable)
Blood Suck
Mind Ruin
Power Ruin
Magic Ruin
Speed Ruin (30 MP)
HP Restore
Attack UP
Move +3
Jump +3
A Save
Two Hands
12 HPC, 80 HPM, 20 MPC, 90 MPM, 100 SPC, 100 SPM, 40 PAC, 140 PAM, 50 MAC, 100 MAM, 3 Move, 3 Jump, 0 C-EV, equips sword, knight's sword, axe, flail, wears all equip types except hats. Immune invite, dead, undead, blood suck, death sentence, absorb dark.

Reis => Blue Mage (innate monster talk, monster skill, move-HP UP, HP Restore) has spells that must all be learned from foes.
Choco Esuna (12 MP)
Mutilate (25 MP)
Dark Whisper (35 MP, target allies retained)
Look of the Devil (15 MP)
Self Destruct
Bad Breath (25 MP)
Sudden Cry (18 MP)
Throw Spirit (10 MP)
Spirit of Life (1.3 Version that heals HP/MP, 25 MP)
Odd Soundwave (15 MP)
Invitation
Nature Soul
Counter Flood
Damage Split
Magic ATtack UP
MAgic Defense UP
Move +3
Move in Water
Has Reis' stats, but with 4 move/jump and 25% C-EV (yes, she's meant to be your Cid character, but no, her skillsets are weaker). She can use knives, swords, and light equips. Immune to all negative status except curse and oil, but is also immune to float.

Rad the Brigand (+10 Faith than Vanila)
Accumulate (10 MP)
Dash (25% cancel charge, defend, perform)
Throw Stone (100% knockback)
Heal
Mug (3 MP, Require Sword, Damage + 25% Steal Gil)
Yell (12 MP)
Insult
Steal Weapon
Braver (5 MP, 2 CT, MA*18, materia blade only)
Finish Touch (10 MP, 5 CT, learn from enemies only, materia blade only)
Counter
Weapon Guard
Equip Armor
Defend
Secret Hunt
Move +1
10 HPC, 120 HPM, 11 MPC, 100 MPM, 100 SPC, 105 SPM, 50 PAC, 110 PAM, 50 MAC, 100 MAM, 4 Move, 3 Jump, 18 C-EV, equips knife, sword, flail, crossbow, shield, and light armor. Immune invite.

Lavian the Knight (+10 Brave from vanilla)
Shield Break
Head Break
Armor Break
Weapon Break
Stasis Sword (like Agrias' attack, but costs 25 MP, is Range: 2v1, Effect: 2v1, and is evadable--note, Agrias' attack is Ice Elemental in this game)
Split Punch (like Agrias' attack, but costs 25 MP, is Range: 3v2, Effect: 1, and is evadable--note, Agrias' attack is Dark Elemental in this game)
Magic Break
Crush Punch (like Agrias' attack, but costs 30 MP, is Range: 3v0, Effect: 1, and is evadable--note, Agrias' attack is weapon elemental)
Weapon Guard
Caution
Arrow Guard
Equip Sword
Defense UP
Move +1
9 HPC, 130 HPM, 28 MPC, 100 MPM, 100 SPC, 110 SPM, 40 PAC, 125 PAM, 50 MAC, 100 MAM, 3 Move, 3 Jump, 10 C-EV, equips sword, knight's sword, axe, flail, bow, and knight gear. Immune invite.

Alicia the Knight (+10 Brave from vanilla)
Shield Break
Blastar Punch (like Meliadoul's attack, but costs 20 MP, is 3v0, and is evadable--damage = Normal attack + 25% Headbreak)
Shellbust Stab (like Meliadoul's attack, but costs 25 MP, is 3v0, and is evadable--damage = Normal attack + 25% Armorbreak)
Hellcry Punch (like Meliadoul's attack, but costs 30 MP, is 3v0, and is evadable--damage = Normal attack + 25% Weaponbreak)
Power Break (15 MP, otherwise normal)
Mind Break (15 MP, otherwise normal)
Magic Break
Speed Break (20 MP, otherwise normal)
Weapon Guard
Defend
Catch
Equip Crossbow
Magic Defense UP
Move +1
9 HPC, 130 HPM, 28 MPC, 100 MPM, 100 SPC, 110 SPM, 40 PAC, 125 PAM, 50 MAC, 100 MAM, 3 Move, 3 Jump, 10 C-EV, equips sword, knight's sword, axe, flail, bow, and knight gear. Immune invite.

Worker 8 => Mog Summoner (Innate: Two Hands, monster skill, short charge, counter magic, float) will have a moogle sprite, but is human male in growth
Steal Attention
Steal Heart
Steal Accessory
Steal Armor
Steal Accessory
Moogle (of course)
Ifrit
Bahamut
Titan
Leviathan
Silf
Phoenix (100% revival spell, 50 MP, 8 CT, Range 4: 3v2, Modifier is 125)
Madeen
Speed Save
MA Save
Magic ATtack UP
Defense UP
Fly
Move +2
13 HPC, 100 HPM, 8 MPC, 125 MPM, 90 SPC, 130 SPM, 50 PAC, 90 PAM, 40 MAC, 125 MAM, 4 Move, 3 Jump, 25 C-EV, equips rod, staff, knife, light gear + robes. Immune to chicken and invite.

Boco => Star the Golden Chocobo (Innate: Defense UP, Magic Defense UP, Fly, Float, Counter), but you get him in chapter 4 only if certain conditions are met. Sprite and stat growths function like that of a monster.
Choco Attack
Choco Esuna (does everything the normal chocobo esuna spell does at 0 MP cost and removes frog and confuse like normal WM esuna)
Choco Ball
Choco Meteor
Choco Cure
Choco Feathers (cancel: Dead, Undead, Blood Suck, Death Sentence)
4 HPC, 108 HPM, 10 MPC, 150 MPM, 75 SPC, 136 SPM, 35 PAC, 150 PAM, 7 MAC, 105 MAM, 6 Move, 5 Jump, 25 C-EV. Immune invite, confuse, addle, blood suck, charm, and berserk.  Courtesy to Zozma for this idea.

Orlandu => (Nu Vou--when I get the sprite done) Illusionist (Innate: Teleport, Magic Defense UP, Magic ATtack UP, Maintenance), joins with his golden chocobo
Galaxy Stop (5 CT, 30 MP, 50+MA%)
Azoth (Range: Map, all enemies, 50+MA% sleep, 25 MP, 5 CT)
Eclipse (Range: Map, all enemies, 50+MA% blind, addle, confuse, 30 MP, 5 CT)
All Songs except life and nameless song; all dances except last and nameless dance.
HP Restore
Counter Magic
Auto-Potion
Short Charge
Move-HP UP
Move-MP UP
15 HPC, 75 HPM, 9 MPC, 180 MPM, 100 SPC, 50 SPM, 100 PAC, 100 PAM, 40 MAC, 180 MAM, 3 Move, 2 Jump, 0 C-EV, equips rod, staff, flail, instrument, book, stick, and light gear + robes. Immune invite.

Meliadoul => Death Knight (Innate: Move Underwater, Move-HP UP, HP Restore, Undead)
Drain Touch
Despair (Beowulf's attack, except here, it adds Curse and has no sword requirement)
Dark Chakra (Auto: 3v3, affect self, MA*15, dark elemental)
Head Break
Shield Break
Weapon Break
Armor Break
Magic Break
Counter
Attack UP
Defense UP
MAgic Attack UP
Magic Defense UP
Move +2
9 HPC, 145 HPM, 22 MPC, 100 MPM, 98 SPC, 115 SPM, 39 PAC, 120 PAM, 47 MAC, 120 MAM, 3 Move, 3 Jump, 0 C-EV, equips sword, knight's sword, and all equipment except hats and female-only gear. Immune to invite, confusion, addle, blood suck, re-raise, poison, regen, and charm. Cancels holy and absorbs fire.

Cloud => Soldier (in the FFTA sense)
Mind Break
Speed Break
Power Break
Magic Break
Heal
Wish
Greased Bolt (see above)
Downsize (not darkness elemental has MA+255% base chance to hit, but is evadable, otherwise the same)
Cross-Slash (10 MP, 3 CT, Range 2, 2v1, evadable, otherwise the same)
Blade Beam (10 MP, 3 CT, evadable, otherwise the same)
Omnislash (25 MP, 5 CT, Range 3, 3v2, evadable, learn from enemies only, otherwise the same)
Short Charge
Magic ATtack UP
Weapon Guard
Dragon Spirit
Critical Quick
Move +3
10 HPC, 125 HPM, 30 MPC, 85 MPM, 100 SPC, 100 SPM, 40 PAC, 123 PAM, 46 MAC, 120 MAM, 3 Move, 3 Jump, 20 C-EV, equips sword and light gear. Immune to invite.

Mustadio (same stats)
Leg Aim
Arm Aim
Seal Evil
Fire Shot
Eye Shot
Ultima Masher
Speed Save
Auto Potion
Caution
Equip Gun
Gained EXP-UP
Move +1

You don't get Malak, Agrias, or Rafa, but you get Lavian, Alicia, and Rad as specials instead.


Monster Skillset Changes (* means monster skill):
Chocobo Class (No change)

Goblin family gained innate martial arts.  Concussion adds one of the following: Addle, Blind, Confuse, courtesy of 1.3.
Goblin (Mug, Concussion, Turn Punch, *Goblin Punch) has innate jump +1.
Black Goblin (Mug, Turn Punch, Goblin Punch, *Mutilate) has innate jump +2.
Gobbledeguck (Mug, Concussion, Goblin Punch, *Mutilate) has innate jump +2, move +1.

Panther family has Poison Nail, which is 3 range, courtesy of 1.3.  Lunge cancels charging, performing, and defending 100% of the time.
Panther (Scratch, Poison Nail, *Lunge) has innate move +1.
Cougar (Scratch, Poison Nail, Lunge, *Blaster) has innate move +2.
Vampire (Scratch, Poison Nail, Blaster, *Blood Suck--human version) has innate move +3 but cannot be invited.

Bomb family gained innate critical quick over counter (courtesy of 1.3).  Small Bomb now has 4 range, cannot be evaded, is fire elemental, uses an MA damage formula, and may add oil.
Bomb (Bite, Self Destruct, *Small Bomb)
Grenade (Bite, Self Destruct, Fire Attack, *Small Bomb)
Explosive (Bite, Self Destruct, Spark, *Small Bomb)

Squidlarken family gained innate counter flood and magic attack up over counter (courtesy of 1.3).  Cannot be invited.  Black ink now adds one of the following: Addle, Blind, Confuse, courtesy of 1.3. De-Power has 4 CT and lowers PA by 8.
Pisco Demon (Tentacle, Black Ink, *Odd Soundwave)
Squidlarken (Tentacle, Black Ink, Odd Soundwave, *Mind Blast)
Mindflare (Tentacle, Black Ink, Mind Blast, *De-Power)

Skeleton family gained innate HP Restore over counter (courtesy of 1.3). Can no longer be invited.  Thunder Soul has a 25% chance of adding don't act. Aqua Soul has a 25% chance of adding slow. Ice Soul has a 25% chance of adding stop. Wind Soul has a 25% chance of adding addle.
Skeleton (Throw Spirit, Thunder Soul, Aqua Soul, *Dark Chakra) has move +1.
Bone Snatch (Throw Spirit, Ice Soul, Aqua Soul, *Dark Chakra) has move +2.
Living Bone (Throw Spirit, Ice Soul, Wind Soul, *Dark Chakra) has move +2, jump +1.

Ghoul family gained innate damage split over counter.  Voodoo deals fixed 999 darkness elemental damage.
Ghoul (Throw Spirit, Zombie Touch, *Demi) has initial: haste.
Ghost (Throw Spirit, Zombie Touch, Demi, *Sleep Touch) has initial: haste.
Revenant (Throw Spirit, Sleep Touch, Drain Touch, *Voodoo) cannot be invited, and has permanent: haste.

Ahriman family gained speed save over counter. Can no longer be invited.  Circle now deals what De-Power does to PA, except to MA. Yes, threaten and DS are exactly what mediators have.
Flotiball (Wing Attack, Threaten, *Death Sentence)
Ahriman (Wing Attack, Threaten, Look of the Devil, *Death Sentence)
Plague (Wing Attack, Look of the Devil, Death Sentence, Circle)

Minotaur family gained bonecrusher over counter. They cannot be invited.
Bull Demon (Axe Hit, Gather Power, Wave Around, *Blow Fire) gained move +1.
Minitaurus (Axe Hit, Downsize, Gather Power, *Blow Fire) gained jump +1.
Sacred (Axe Hit, Mimic Titan, Gather Power, *Blow Fire) gained move +2.

Hawk family gained hamedo over counter.
Juravis (Scratch Up, Beak, *Feather Bomb)
Steel Hawk (Scratch Up, Feather Bomb, Beak, *Wind Soul)
Cocatrice (Scratch Up, Beak, Feather Bomb, *Beaking) cannot be recruited.

Uribo family are now the lamia family! These are ultra-rare. They gained abandon (with global C-EV, you should be afraid) over counter. They cannot be invited.  Snake Carrier has 25% slow. Kiss of Death deals 100% DS and charm, regardless of gender. Poison Frog, Hurricane, and Azoth are the same as on the Nu Vou Illusionist and Elibdis.
Lamia (Snake Carrier, Kiss of Death, *Poison Frog)
Lilith (Snake Carrier, Kiss of Death, Poison Frog, *Hurricane)
Succubus (Snake Carrier, Kiss of Death, Poison Frog, *Azoth)

Dryad family has fixed Move-HP UP over counter. They cannot be invited.
Woodman (Leaf Dance, Spirit of Life, Protect Spirit, *Calm Spirit) has dragon spirit.
Trent (Leaf Dance, Spirit of Life, Calm Spirit, *Protect Spirit) has dragon spirit.
Taiju (Leaf Dance, Protect Spirit, Calm Spirit, *Revival Spirit) has regenerator.
Spirit of Life = Revival of HP/MP, Calm Spirit adds astra, Protect Spirit adds protect/shell, and Revival Spirit revives the dead at 20% maxHP.

Murbol family has magic defense up over counter.
Murbol (Tentacle, Lick, *Odd Soundwave) has caution.
Ochu (Tentacle, Goo, Odd Soundwave, *Bad Breath) has caution
Great Murbol (Tentcale, Bad Breath, Odd Soundwave, *Murbol Virus) has blade grasp and cannot be invited (has ultimate atavism).
Goo adds stop, don't act, and don't move.
Lick adds protect and reflect.

Behemoth family has A Save and defense up over counter. They cannot be invited.
Behemoth (Stab Up, Sudden Cry, Lifebreak, *Giga Flare)
King Behemoth (Stab Up, Sudden Cry, Lifebreak, *Hurricane)
Dark Behemoth (Stab Up, Sudden Cry, Giga Flare, *Ulmagest)

Dragon family has MA Save and jump +3 over counter. They cannot be invited.
Yellow Dragon (Lunge, Tail Swing, Thunder Breath, *Holy Breath) halves both ice and fire.
Ice Dragon (Lunge, Tail Swing, Ice Breath, *Holy Breath).
Fire Dragon (Lunge, Tail Swing, Fire Breath, *Holy Breath).
Thunder, Ice, Fire, and Holy Breath are as strong as they are in 1.3 (MA*15 and MA*24 respectively).

Tiamat family has counter magic over counter. They cannot be invited.
Hyudra (Triple Attack, *Triple Breath)
Hydra (Triple Attack, Triple Flame, Triple Thunder, *Triple Breath)
Tiamat (Triple Breath, Triple Flame, Triple Thunder, *Dark Whisper)
Triple Flame and Triple Thunder are now equally powerful (MA*24).

The Bio skillset gained Demi, Demi2, and Demi3 (75% HP reduction--darkness elemental, 7 CT, 50 MP, 4 range, 2v4). All 4 demon classes absorb darkness.
Energy now heals 1/5th of maximum HP and adds protect and shell. Now costs 20 MP. (Monster) Shock has Range 8, effect 1, non-evadable. Now costs 20 MP. So does parasite and difference.
Worker 7 has Self-Destruct (courtesy of 1.3), Thunder Arm (super powerful), Dispose (the same), Fire Breath (linear attack), and crush (25% dead). Only dispose causes recoil damage now. Worker 7 now has innate haste, regen, reflect, protect, and shell by virtue of his wonder-armor.


Known Bugs:
If the first 6 squire/engineer/death knight... skills are not mastered, you will not be able to use swordmaster or lancer skills properly, regardless of whether you have learned the skills from the swordmaster and lancer skillset.  This is not fixable without a serious amount of ASM that only the Japanese were able to do.
Renamed units do not have their names reflected in TEST.EVT.  I suspect this is impossible to fix, though I'll see if I can restrict renaming to just generics.
The formation does not correctly display Rad/Lavian/Alicia.
Units with oil and darkness will not take 2x damage from fire.  Can fix this, just really time-consuming.
Red Mages have slowdown on all their spells.  I can fix this; it's just painful to resort all the ENTDs (for the umpteenth time).
Unicorn doesn't heal normal units.
Units with astra will not be targeted or healed by the AI until they die even though units with the modified wall status do take damage now.
Miluda's sprite after you beat her at the Thieves' Fort reverts to her knight sprite, except the entire thing looks buggy.  I suspect this is a EVTCHR problem.
If you do not master the Xth skill of squire (or whatever else base class), where X is between 1 and 6, you will not be able to learn the Xth skill on lancer and swordmaster.  This is one of the reasons they are actually unlocked by spillover JP and have such high requirements in squire.
Berserk allows counter magic but not spell-casting.
A good number of attacks have messed-up attack animations (throw spirit = blue knife, dash = punch, raised hands for greased bolt...mostly because I didn't do much fixing with the animation tab yet).

ASM Requests:
Remove the NS and non-elemental flags off of all healing, fixed damage, and life drain spells.
Make Arrow Guard block gunshots.  Make Blade Grasp not block gunshots or arrow shots (if possible without messing up counter).
Hard-code counter magic to not work if berserked
Compress status timers so I can give timers to curse, confuse, berserk, and the like.
Change Faith and Brave Up to add 10 brave/faith per turn.
Cap MP absorption by current MP.
Make blind override concentrate (and transparent, if the accuracy of both is coded together; otherwise, I'd rather not have it this way) and have it halve maximum accuracy rather than double enemy C-EV.

Progress:
Finished all mechanics.  What was written above will be the mechanics for the game, more or less.
Finished all ENTDs though I may adjust difficulty or add in special battles and names via player request.  If you want to see yourself as a hero or villain, please post!
Finished event editing up to Chapter 2 + Vormav's battle (thank you 1.3).

What Remains to be Done:
All the event editing of all the other chapters.
Spriting
Making my own SCEAP.DAT
Finding a Name (other than RP Patch)

Progress:
Mechanics: 95+%
ENTDs: 66% (missing custom random battles and story battles to be redone)
ASM/Hex: 50%
Text: 75+% (Character names wrong for Chapter 3/4 + character bios haven't been done right)
Events: 33% (up to Chapter 2 with some other odds and ends)
Sprites/EVTCHR: 5% (no custom sprites made yet)
Maps: 0%

I'll post the storyline changes if anyone shows interest.
47
Bugs and Suggestions / Wiki Update
March 19, 2010, 01:51:22 am
Zodiac, can we begin to transcribe some more recent findings about FFTPatcher ability and animation tabs to the Wiki?  Some of the information seems to have been updated a year ago (and if you don't have time, I'm sure others around here wouldn't mind working on it).
48
Help! / Draw Out
March 16, 2010, 02:43:21 am
This seems rather strange.

If you set the draw out skills to any unit class other than samurai (with the requisite change to the action menu to katana inventory), you cannot use the draw outs.  However, if your unit is controlled by the AI (either as a guest, or a setting like "save fading life"), your unit can use draw outs (even though you normally can't).  For someone who knows more about this than me about the nature of the code, can someone check to see what portion of the spell's code checks to see whether a unit is controlled by the player?  (I'm hoping this will be a lead to a way to circumvent the hard-coded blockade on the draw out skillset.)
49
Help! / Terrain Breakdown
March 14, 2010, 12:45:07 am
Does anyone have a handy list on the breakdown of terrain in Ivalice by percentage and by map for each random battle location?
50
Help! / Innate Supports
March 12, 2010, 12:39:34 am
If I remove innate martial arts from monk, although a base class monk can learn the ability via JP, I can't set him to use martial arts as a support.  Anyone know of a way to fix this?
51
Help! / Random Equips
February 26, 2010, 05:19:02 pm
If a unit in a random battle is level X, what determines the likelihood of equipping a given item?

In other words, if a unit can use both spike boots and battle boots, how does the game decide what the randomly generated foe should equip?  Is it the best fit function?  Or is it the same chance for each?  Or is it sorted by the cost of the items to be equipped?
52
Help! / Inflict Status (FFTPatcher)
February 15, 2010, 02:56:17 pm
What's the difference between status effects with the random flag compared to status effects with the separate flag?
53
PSX FFT Hacking / Balancing Golem
February 14, 2010, 10:43:55 am
What do you all think we should do about it?  I feel it's too strong in its original incarnation, but I'm not exactly sure what to do with it.
54
Help! / Spell Formula
February 09, 2010, 04:22:08 pm
At which offset should I start looking in BATTLE.BIN for them?
55
PSX FFT Hacking / Duplication Glitch
February 09, 2010, 12:45:48 am
Are there any ASM attempts so far to remove this glitch/delete the best fit feature?
56
Help! / Sprite Set
February 05, 2010, 11:01:13 pm
If I set the sprite set of a unit to X, my unit now gains both sprite X and the skillset of the job number X.  Is there any existing workaround for this?
57
PSX FFT Hacking / ASM Question
January 26, 2010, 07:54:51 pm
Which one of the following can be done with current knowledge?  If so, where in Battle.BIN should I look?

1. Change blade grasp to not affect arrows and gunshots.
2. Change arrow guard to block gunshots but not units using jump while equipping a bow/crossbow.
3. Change axe/flail/bag formula to ([PA/2] + rdm{1...PA})*WP
4. Change golem and MP Switch to accept carryover damage (so if I deal 150 HP damage to a person with 5 MP with MP Switch, they take 145 HP damage instead of 0).
5. Change drain effects to not account for carryover (so if I deal 70 HP damage off of life drain to a person with 20 HP, I regain 20 HP).
6. Change hamedo to react against monster physical attacks.
7. Make only some monsters mountable (I know someone wrote the code to make all monsters mountable, but riding a uribo or goblin seems improbable).