Job Categories
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Job 00 - "no job"
Jobs 01–3B "Special Jobs" - Replace "Squire" as the base job of a unit - Skillsets and reaction/support/movement can be assigned in formation - Jobs 01, 02, 03 interact with the game over mechanic without conditionals, and disable knockback - Sprites map 1 to 1 with job ID - Can be manually assigned formation sprites & portraits (inconsistent coding between game states applies)
Jobs 3C–49 "Special Monsters 1" - Cannot change jobs - Cannot equip in formation - Can re-equip in battle or equip via ENTD generation - Will always have all equipped skillsets fully available - Sprites map 1 to 1 with job ID - 41 and 4a have dedicated code for animation - Can be manually assigned formation sprites & portraits (inconsistent coding between game states applies)
Jobs 4A-5D "Generic Jobs" - Available to all units (except 4A; See Special Jobs) - Can go on propositions (unless base job is replaced) - Skillsets and reaction/support/movement can be assigned in formation - 5B is unavailable to female units - 5C is unavailable to male units - 5D is hardcoded to mimic - 5D cannot equip - 5D cannot be assigned skillsets or reaction/support/movement in formation - Sprites can be "male" or "female"; 5C is considered female 5B; 5B is considered male 5C - Sprites are mapped from 60–85 - Formation sprites & portraits are hardcoded
Jobs 5E–8D "Monsters" - Cannot change jobs - Cannot equip - Interact with breeding mechanic - Can be poached - Special code dedicated to skillset display; abilities are laid out where skillsets would be - Sprites are mapped, 3 jobs to a sprite, from 86–95 - Formation sprites & palettes are handled via monster type & monster palette job values respectively - Portraits are handled via the monster portrait job value
Jobs 8E–8F "?" - Outside any given range - Sprite assignment unsure - Probably interact with monster palette & monster portrait job value
Jobs 90–9A "Special Monsters 2" - Cannot change jobs - Cannot equip in formation - Can re-equip in battle or equip via ENTD generation - Will always have all equipped skillsets fully available - Sprites are assigned by hardcoding. Specifically: - job 90 -> sprite 96 - job 91 -> sprite 9A - job 96 -> sprite 96 - job 97 -> sprite 97 - job 98 -> sprite 98 - job 99 -> sprite 99 - job 9a -> sprite 99 - Formation sprites are assigned by hardcoding. (Only jobs 90, 91, 98 are recruited in game) - Palettes are handled via monster type & monster palette job values respectively - Portraits are handled via the monster portrait job value
Jobs 9B–9E "Other" - Reserved for Crystal, Chicken, Frog, Treasure sprites - Treated like special monsters by job range checks.
Job 9F "?" - Outside any given range - Sprite assignment unsure