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FFTA2 Editor v1.3.5

Started by Rurusachi, April 08, 2025, 11:28:27 am

maroon

how can i change text in image?
  • Modding version: Other/Unknown

Zeke_Aileron

Quote from: maroon on June 13, 2025, 04:48:25 amhow can i change text in image?

From what i know, there currently is no way to do that in the Editor, in another older editor you can do so with the help of Crystaltile and such, but since this editor changes everything from the base vanilla game's code, i'm not sure if the image displays would be in the same places as in the crystaltile.
  • Modding version: Other/Unknown
  • Discord username: Zeke Aileron™#0606

maroon

can anyone figure out the problem
  • Modding version: Other/Unknown

Rurusachi

Quote from: maroon on June 03, 2025, 06:46:56 amit is possible for hume race can learn ability for other race like nu mou for example seer learn esunaga
or nu mou learn goblin attack for beastmaster how can do that
For an ability to be learnable:
  • The Ability must be assigned an AP slot for the unit's race (see 1st attached image)
  • The Ability must be in the Job's Ability Set (see 2nd attached image)
Afaik there is no specific limit on abilities per Job. But races only have 200 AP slots each. This is mainly a problem for Hume which only has 1 unused slot in Vanilla. If you want to add more abilities to Hume you'll have to remove some as well.

Quote from: maroon on June 09, 2025, 08:52:47 pmcan anyone tell me in menu routine mix what can do anything?
The Mix routine is left over from an unfinished Job so I'm not sure if it works at all.

Quote from: maroon on June 13, 2025, 04:48:25 amhow can i change text in image?
As Zeke mentioned the Editor can't help with that and the images might not be in the same places as in a vanilla ROM. You would have to find it on your own with Crystaltile. I will probably add a way to import/export most images at some point in the future, but not any time soon.

Quote from: maroon on June 14, 2025, 08:11:17 amcan anyone figure out the problem
Send me the log file and I'll take a look
  • Modding version: Other/Unknown

GasT87

So I had a small holiday from work and played around whit making NuMou able to enter water, first tried to simply changing Black Mage "Movable places" value to 2 to allow the unit to enter water, this was something that I tried with the old editors bu because there are no in water sprite the game would lock up. Now whit the new edit I did a quick test by simply assigning the Hume Black Mage as a unit alternative sprite in the editor and.... it worked. Even the idle animation remained the NuMou but as son as they did an action it would change to Black Mage. Then I tried to edit the in water sprites to make them NuMou but ran into some problems, seen the work on another thread about making a Ezell in battle sprite I think I missed something in the pallet but it looks the it is possible, just a lot of work.

Small quality of life changes that could be done to the editor that I realized when trying this
- Make the Movable places into a drop down instead of a simple value
- Have the Import/Export buttons remember the last folder it was used

Again thank to Rurasachi for such an amazing tool

maroon

the first image show wrong abilities while second image show correct abilitie
  • Modding version: Other/Unknown

maroon

  • Modding version: Other/Unknown

maroon

  • Modding version: Other/Unknown

Rurusachi


Quote from: GasT87 on June 16, 2025, 03:11:38 pmSo I had a small holiday from work and played around whit making NuMou able to enter water, first tried to simply changing Black Mage "Movable places" value to 2 to allow the unit to enter water, this was something that I tried with the old editors bu because there are no in water sprite the game would lock up. Now whit the new edit I did a quick test by simply assigning the Hume Black Mage as a unit alternative sprite in the editor and.... it worked. Even the idle animation remained the NuMou but as son as they did an action it would change to Black Mage. Then I tried to edit the in water sprites to make them NuMou but ran into some problems, seen the work on another thread about making a Ezell in battle sprite I think I missed something in the pallet but it looks the it is possible, just a lot of work.

Small quality of life changes that could be done to the editor that I realized when trying this
- Make the Movable places into a drop down instead of a simple value
- Have the Import/Export buttons remember the last folder it was used

Again thank to Rurasachi for such an amazing tool
It's should definitely be possible yeah. The way the palettes work is a bit odd, especially for the in-water sprites. The color of the water is not part of the unit's palette. The game gets it from somewhere else during gameplay (I believe I mentioned this in the other thread as well).

I wasn't sure what values were valid for Movable Places at the time but that's a good idea.
Remembering folders for Import/Export is a good idea as well.

Quote from: maroon on June 16, 2025, 11:36:02 pmthe first image show wrong abilities while second image show correct abilitie
I'm not sure what's going on here.

Quote from: maroon on June 17, 2025, 12:03:29 amwhat is animation fix
It allows all playable races to use any weapon. Normally Hume can't use Spears and Rapiers for example. With the animation fix they can.

Quote from: maroon on June 19, 2025, 01:20:36 amhere
It looks like one of the units in Formation 9 has an invalid Secondary Ability. I'm not sure how that can happen but I'll look into it. Make sure it's set to an ability that is actually in the Secondary Sbility Set. You can probably fix it by setting it to something else and back again. If that doesn't work try doing it for all the secondary abilities on all units in that formation
  • Modding version: Other/Unknown

Divinehero

June 20, 2025, 02:44:03 pm #49 Last Edit: June 20, 2025, 03:36:16 pm by Divinehero
doesn't wanna let me load a rom it gives me the error

"java.nio.BufferUnderflowException
  • Modding version: PSX & WotL

Rurusachi

Quote from: Divinehero on June 20, 2025, 02:44:03 pmdoesn't wanna let me load a rom it gives me the error

"java.nio.BufferUnderflowException
If you send me the logs I can check what the problem is. The error indicates that some data is shorter than expected.
If it's a vanilla rom make sure it's the USA version. The editor is not compatible with other versions.
If it's a modded rom then there's something else wrong with it and the logs should say exactly what it is.
  • Modding version: Other/Unknown

Divinehero

uh.. i dunno how to upload a file here.. also yea it is a modded rom it's the shrike 1.2 patch
  • Modding version: PSX & WotL

Rurusachi

Quote from: Divinehero on June 21, 2025, 02:21:45 pmuh.. i dunno how to upload a file here.. also yea it is a modded rom it's the shrike 1.2 patch
Iirc the Shrike patch used a broken Nightmare module to set Abilities on Equipment. The broken module sets the wrong id for Dancer, Bard, Heritor, and Agent. If you check the logs it should tell you exactly what it's failing to load (probably near the bottom). You'll have to edit that item with a Nightmare module to fix it. If you just set the job to something else you can set it back afterwards when you open it with my editor.
  • Modding version: Other/Unknown

Divinehero

i assume it's.. this?

Jun 20, 2025 2:42:22 PM org.ruru.ffta2editor.model.stringTable.StringTable <init>
SEVERE: Failed to decode entry 55 in table "StringProperty [value: Ability descriptions]"
  • Modding version: PSX & WotL

Rurusachi

Quote from: Divinehero on June 21, 2025, 04:24:26 pmi assume it's.. this?

Jun 20, 2025 2:42:22 PM org.ruru.ffta2editor.model.stringTable.StringTable <init>
SEVERE: Failed to decode entry 55 in table "StringProperty [value: Ability descriptions]"

Oh right it's the ability descriptions, I guess the equipment thing was a different mod.
This is a bug in the ffta2 text editor when a description ends in a newline. It writes the newline bytes in the wrong order iirc. You'll need to open it with the text editor and find the descriptions that have an extra blank line at the end.
  • Modding version: Other/Unknown

Divinehero

oof.. guess i gotta comb through every ability that's..gonna take a bit especially if what i'm looking for isn't terribly obvious at a glance
  • Modding version: PSX & WotL

maroon

June 22, 2025, 09:07:59 pm #56 Last Edit: June 24, 2025, 08:55:04 am by Zeke_Aileron
can anyone figure out it seem like when a play seem normal after that it stuck can't play
i send the file game
  • Modding version: Other/Unknown

maroon

there something wrong with ability name veil grant astra status that nu mou have astra but luso can't get astra but appear miss
the sprite Montblanc seem to be glitch when use ability name twincast that cast two magick
last two fire are record for nds emulator DeSmuME
  • Modding version: Other/Unknown

douglaskraft

I'm having a problem with the version: FFTA2 Editor v1.3.4 Log: Jun 24, 2025 2:31:28 PM org.ruru.ffta2editor.App loadConfig
INFO: Config not found
java.io.FileNotFoundException: ffta2-editor.properties (The system cannot find the file specified)
at java.base/java.io.FileInputStream.open0(Native Method)
at java.base/java.io.FileInputStream.open(FileInputStream.java:213)
at java.base/java.io.FileInputStream.&lt;init>(FileInputStream.java:152)
at org.ruru.ffta2editor/org.ruru.ffta2editor.App.loadConfig(App.java:161)
at org.ruru.ffta2editor/org.ruru.ffta2editor.App.start(App.java:213)
at javafx.graphics@23.0.2/com.sun.javafx.application.LauncherImpl.lambda$launchApplication1$9(LauncherImpl.java:839)
at javafx.graphics@23.0.2/com.sun.javafx.application.PlatformImpl.lambda$runAndWait$12(PlatformImpl.java:483)
at javafx.graphics@23.0.2/com.sun.javafx.application.PlatformImpl.lambda$runLater$10(PlatformImpl.java:456)
at java.base/java.security.AccessController.doPrivileged(AccessController.java:400)
at javafx.graphics@23.0.2/com.sun.javafx.application.PlatformImpl.lambda$runLater$11(PlatformImpl.java:455)
at javafx.graphics@23.0.2/com.sun.glass.ui.InvokeLaterDispatcher$Future.run(InvokeLaterDispatcher.java:95)
at javafx.graphics@23.0.2/com.sun.glass.ui.win.WinApplication._runLoop(Native Method)
at javafx.graphics@23.0.2/com.sun.glass.ui.win.WinApplication.lambda$runLoop$3(WinApplication.java:184)
at java.base/java.lang.Thread.run(Thread.java:1583)
  • Modding version: Other/Unknown

GasT87

Quote from: douglaskraft on June 24, 2025, 02:02:48 pmI'm having a problem with the version: FFTA2 Editor v1.3.4 Log: Jun 24, 2025 2:31:28 PM org.ruru.ffta2editor.App loadConfig
INFO: Config not found
java.io.FileNotFoundException: ffta2-editor.properties (The system cannot find the file specified)
at java.base/java.io.FileInputStream.open0(Native Method)
at java.base/java.io.FileInputStream.open(FileInputStream.java:213)
at java.base/java.io.FileInputStream.&lt;init>(FileInputStream.java:152)
at org.ruru.ffta2editor/org.ruru.ffta2editor.App.loadConfig(App.java:161)
at org.ruru.ffta2editor/org.ruru.ffta2editor.App.start(App.java:213)
at javafx.graphics@23.0.2/com.sun.javafx.application.LauncherImpl.lambda$launchApplication1$9(LauncherImpl.java:839)
at javafx.graphics@23.0.2/com.sun.javafx.application.PlatformImpl.lambda$runAndWait$12(PlatformImpl.java:483)
at javafx.graphics@23.0.2/com.sun.javafx.application.PlatformImpl.lambda$runLater$10(PlatformImpl.java:456)
at java.base/java.security.AccessController.doPrivileged(AccessController.java:400)
at javafx.graphics@23.0.2/com.sun.javafx.application.PlatformImpl.lambda$runLater$11(PlatformImpl.java:455)
at javafx.graphics@23.0.2/com.sun.glass.ui.InvokeLaterDispatcher$Future.run(InvokeLaterDispatcher.java:95)
at javafx.graphics@23.0.2/com.sun.glass.ui.win.WinApplication._runLoop(Native Method)
at javafx.graphics@23.0.2/com.sun.glass.ui.win.WinApplication.lambda$runLoop$3(WinApplication.java:184)
at java.base/java.lang.Thread.run(Thread.java:1583)

Seems like you deleted the .properties files or something. Did you extract the file from the zip? because if you try to run in from inside it could cause problems.