OMG Derp...
I brain farted, I forgot this its an excel sheet for a moment, the tabs... below.

Don't be hasty to start your own mod; all our FFT modding projects are greatly understaffed! Find out how you can help in the Recruitment section or our Discord!
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.
Quote from: bcrobert on October 14, 2015, 09:31:25 pm
Add the new values to the job list that's already in there. The first line that's already in the list should be just a number that tells it how many entries are on the list. So if you add 10 entries and the list is already at 76 you would just change that line to 86.
Updating the list should just be as simple as adding the extra lines and correcting the number in the first line. Just make sure that every entry is formatted properly. I remember I used another list that had one "O" instead of "0" for some reason and it took me forever to find that error. XD
Could've sworn I added the list of gria/seeq jobs to the original download but maybe I forgot that first line or something. I haven't actually used the editor myself since it was originally made for other people.
Quote from: chocolatemoose on October 13, 2015, 12:51:25 pm
Apologies, I could have been clearer with my nod to doublecast-like: I wasn't referring to doublecasting, I was referring to OP abilities that usually don't become available until late game and cost a lot to master. Ultimas fall into this category as well.
Just a different way of structuring abilities.
Quote from: chocolatemoose on October 12, 2015, 02:03:01 pm
A couple more thoughts:
- Have you thoughts about adding HP/MP boosts to equipment (e.g. HP +100, MP +20%)?
- Is it possible to add more doublecast-like abilities? By this I don't mean doublecasting magic, I'm thinking about pretty OP skills that you can't unlock until fairly late in the game that also take a ton of AP to master
- Can you give equipment negative stat modifiers? (e.g. +10ATK, -10DEF) That shouldn't run afoul of the one additional property per equipment rule
Quote from: BadgerLordZeus on October 09, 2014, 02:11:45 pm
Forgive me for necroposting again, but I was playing around with the A-ability editor and I found out the use for one of the 'unknown' check boxes on the second page. Its related to whether or not an ability can be used with Magick Frenzy. You can see the box highlighted below.
Quote from: Rfh on September 30, 2015, 11:38:47 am
FFTA2 Speed system is very similar to FFT, the difference is the CT cap in FFT is 100 and the CT cap in FFTA2 is 1000.
If in FFT haste is a bit breaking status, (it multiplies speed by *1,5) in FFTA2 it multiplies speed by *2! It is exaggerated, and also Slow, that divides speed at 50%. It means that while the rest of the units attacks two times, the slow unit only attack once. Slow and Haste need to be modified, but I don't know how. And the same with the speed down, that has the same effect that Slow, but for always...
Quote from: BadgerLordZeus on September 30, 2014, 11:21:36 amForgive me for necroposting, but I was using this equipment editor and while I was editing equipment learned abilities I saw that many jobs were missing from the editor, all of the seeq/gria jobs, a few moogle jobs, and the special jobs as well. Which means when you edit, lets say for example the Tournesol, when you open up your game you'll find that Soldier learns Dragonheart from from it rather than Lanista. So I just made a quick fix that allows you to safely edit all of the equipment in the game as well as give equipment abilities to any of the jobs including the special jobs(Dancer, Sky Pirate, Bard, Agent, and Heritor). Just swap out the "jobs.txt" file in the "equipment" folder with the one I have attached.
EDIT. The updated jobs file is now included with the main equipment editor download.
I believe these are the two missing addresses:
SEEQ=0x53D77D0, GRIA=0x53D78E0
These are the 16... hehe lol 16, anyways these are the missing Jobs from the Jobs.txt using Lennart's Tool(it matches the data from the Jobs.txt... In sequence, except for the Hunter Job and the jump between the special Jobs)
0X2B TINKER
0X2C CHOCOBO KNIGHT
0X2D FLINTLOCK
0X2E BERSERKER
0X2F RANGER
0X30 LANISTA
0X31 VIKING
0X0C HUNTER
0X32 RAPTOR
0X33 RAVAGER
0X34 GEOMANCER
0X59 SKY PIRATE
0X5A DANCER
0X5B BARD
0X5C HERITOR
0X5E AGENT
0X5D NIGHTSHADE
Page created in 0.017 seconds with 17 queries.