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FFTA2 Editor v1.3.9

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

Ethereal Embrace

Quote from: Ethereal Embrace on July 22, 2025, 11:31:05 pmOnce again getting this error. It happens when I change a unit's job to something else. Some missions I can do it no problem, other missions I seem to no matter what I do. Changing the name and back doesn't seem to work.
Slight update: it does seem like I can bypass this error by simply deleting that unit and creating a new one, provided that unit doesn't have unique text/event attached to it.

I have just started adding more units to formations, and it's a lot of fun! I specifically want this game to be significantly harder near the end of the game, so this should help make things interesting. Thanks for this feature. :)

Rurusachi

Quote from: Ethereal Embrace on July 22, 2025, 11:31:05 pmOnce again getting this error. It happens when I change a unit's job to something else. Some missions I can do it no problem, other missions I seem to no matter what I do. Changing the name and back doesn't seem to work.
Quote from: Ethereal Embrace on July 29, 2025, 04:29:03 amSlight update: it does seem like I can bypass this error by simply deleting that unit and creating a new one, provided that unit doesn't have unique text/event attached to it.

I have just started adding more units to formations, and it's a lot of fun! I specifically want this game to be significantly harder near the end of the game, so this should help make things interesting. Thanks for this feature. :)
That's weird. Changing the job shouldn't affect anything other than the unit's primary Abilities (they just have to be changed to anything else). Can you send me a patch of your rom and your log files so I can try to figure out what's happening?

Quote from: maroon on July 23, 2025, 05:59:04 amcan anyone figure out why ability name Beg doesn't has text on game but on editor have text in description
That's weird. Is it only this specific Ability? Can you send me a patch of you rom?

Quote from: monk-han on July 23, 2025, 04:42:44 pmhey just wanted to share what customizations I was able to do with this editor :)

Firstly transformed Cid into a full fledged bangaa (was never a fan of his strange design)

Customized Luso to Leif, a soon to be duel wielding magic frenzy user

Black Cat Adelle

And customized two units, Arte my Hunter/Ilusionist and Dillan the Ice Dragoon

thanks again for the editor, its been so fun to replay with the possibillity to customize everyone :)
Nice, thanks for sharing. I love seeing what people create with this.

Quote from: vangstampede on July 24, 2025, 11:24:01 pmIn regards to equipments being able to have negative values now, what happens if a negative value causes a character's parameter to go below 0?

Like say, you have a sword that gives -5 evasion, and then you give it to a character with 0 evasion. Would the value default to 0 in this situation?
I believe the minimum is set to 0 for Evasion and 1 for Attack, Defense, Magick, and Resistance.
  • Modding version: Other/Unknown

MechaHeart

Thanks for making this, Rurusachi! I've been having some fun with it. I figured out how to load Shrike's patch to make my own edits, and it's been a little slapdash, but I've had success.

One question would be, could you make the "Learnable by Blue Magick" box to be able to be checked? I can appreciate the problems it could cause, so maybe have a lock somewhere to unlock the feature? What I'm trying to do is to make one Blue Mage learn from another, so all I really have to do is train one Blue Mage properly, and then she can teach the others. A little gimmicky, I know, but a huge timesaver.

Thanks once again!
  • Modding version: Other/Unknown

Ethereal Embrace

Update: I was able to give monsters new skills like giving Lamia Alchemy skills! And it works... but the animation doesn't like it. The Lamia will disappear during the duration of the move. Sadly, I'm no good with modding sprites, so it might be curtains for that idea.

I do have a question, is there any way for me to get rid of the AP Gain clan privileges? If not get rid of them, then simply make them unselectable all the time? I want people to actually use Clan Privileges, so I think it's imperative that I remove these ones and simply boost the AP gain of every quest instead.

My current idea is:
- Story Mission: 120 AP
- Non-Repeatable Skirmish: 60 AP
- Repeatable Skirmish: 30 AP
- Non-Repeatable other (deliveries, dispatch, etc.): 40 AP
- Repeatable other: 20 AP

air6ornepig

August 08, 2025, 09:48:37 am #104 Last Edit: August 08, 2025, 10:14:59 am by air6ornepig Reason: Better arrangement of text-to-images
Good morning Rurusachi. I wanted to say thanks for making this editor. An AiO editor that can ADD jobs is truly ground-breaking for FFTA2 romhacking! I am delighted to discover this editor after having just modded and played through FFTA1 a couple weeks ago. Though I won't be able to start for a few months, it gets me excited to get to modding FFTA2 again. I'm also happy to hear sprite customizing is compatible with aseprite; creating custom art and sprites should be feasible for me.

I do have one question though. Reading through this thread I recognize that we are currently capped at 200 AP slots. I also notice that "add/remove ability" are greyed out. Should I presume that you are working on this feature, and if so, will we also see a cap increase for AP slots?

Thanks again!

Quote from: Ethereal Embrace on August 04, 2025, 11:08:42 pmUpdate: I was able to give monsters new skills like giving Lamia Alchemy skills! And it works... but the animation doesn't like it. The Lamia will disappear during the duration of the move. Sadly, I'm no good with modding sprites, so it might be curtains for that idea.

[something about clan privileges]
This might be possible with what you currently have. You may just have to make new spells that are copies of alchemy spells but instead you need to copy the unit animation settings from lamia spells (i.e. Twister) and manually enter them into the copied alchemy spell. No sprite editing necessary. Lots of unique abilities by advanced jobs have special animations that don't mix well when performed by different races. Most of the time if it's not a compatible animation the game freaks out and just doesn't know what to do. In my experience with romhacking FFTA1, incompatible animations sometimes hard lock or crash your game.

Quote from: MechaHeart on August 04, 2025, 10:12:50 pmThanks for making this, Rurusachi! I've been having some fun with it. I figured out how to load Shrike's patch to make my own edits, and it's been a little slapdash, but I've had success.

One question would be, could you make the "Learnable by Blue Magick" box to be able to be checked? I can appreciate the problems it could cause, so maybe have a lock somewhere to unlock the feature? What I'm trying to do is to make one Blue Mage learn from another, so all I really have to do is train one Blue Mage properly, and then she can teach the others. A little gimmicky, I know, but a huge timesaver.

Thanks once again!
What you are asking for shouldn't be necessary for what you need it for. As I understand it, you only need to go to an ability's learning tab, and then set the ability that you learn when you're struck from it. It's similar in Lennart's ability editor, where you have to manually choose what ability is learned. I believe that 'locked' checkmark is just a convenience courtesy of Rurusachi, as it's one less thing you have to remember to check/uncheck as you're editing blue magic.

If you're like me you should realize this actually enables a few wacky options. You can not only add more blue magic abilities, but potentially set EVERY hume ability to be learnable with the learning support skill (ex. learning firaga by being hit with firaga). Even wackier, you could set things like cure to teach shadow flare.
  • Modding version: PSX & WotL
  • Discord username: air6ornepig

Ethereal Embrace

Thank you for letting me know! Unfortunately, I apparently have used up all 200 AP value slots for Humes, so I cannot actually give Blue Mage more skills, which does make me sad. But nevertheless, being able to obtain blue magick much easier is a nice enough buff!

I wanted to ask: skills #296 to 31E all have effects and many have descriptions. These skills *are* used in the game, right? They're like unnamed actions that occur in specific game events/fights? I want to know so that I can confirm that I shouldn't touch these skills. I want to give more skills to non-Hume jobs and I'm slowly running out of existing skills that I'm no longer using (mostly Beastmaster and Ultima skills).

Rurusachi

Quote from: Ethereal Embrace on August 04, 2025, 11:08:42 pmI do have a question, is there any way for me to get rid of the AP Gain clan privileges? If not get rid of them, then simply make them unselectable all the time? I want people to actually use Clan Privileges, so I think it's imperative that I remove these ones and simply boost the AP gain of every quest instead.

My current idea is:
- Story Mission: 120 AP
- Non-Repeatable Skirmish: 60 AP
- Repeatable Skirmish: 30 AP
- Non-Repeatable other (deliveries, dispatch, etc.): 40 AP
- Repeatable other: 20 AP
We can't really change Clan Privileges yet unfortunately.

Quote from: air6ornepig on August 08, 2025, 09:48:37 amGood morning Rurusachi. I wanted to say thanks for making this editor. An AiO editor that can ADD jobs is truly ground-breaking for FFTA2 romhacking! I am delighted to discover this editor after having just modded and played through FFTA1 a couple weeks ago. Though I won't be able to start for a few months, it gets me excited to get to modding FFTA2 again. I'm also happy to hear sprite customizing is compatible with aseprite; creating custom art and sprites should be feasible for me.

I do have one question though. Reading through this thread I recognize that we are currently capped at 200 AP slots. I also notice that "add/remove ability" are greyed out. Should I presume that you are working on this feature, and if so, will we also see a cap increase for AP slots?

Thanks again!
Adding Abilities is something I want to figure out at some point but it's pretty complicated. Adding more AP slots is even harder but it might be doable at some point.

Thank you for answering the others' questions. Your answers are completely correct :)

Quote from: Ethereal Embrace on August 14, 2025, 08:46:26 amThank you for letting me know! Unfortunately, I apparently have used up all 200 AP value slots for Humes, so I cannot actually give Blue Mage more skills, which does make me sad. But nevertheless, being able to obtain blue magick much easier is a nice enough buff!

I wanted to ask: skills #296 to 31E all have effects and many have descriptions. These skills *are* used in the game, right? They're like unnamed actions that occur in specific game events/fights? I want to know so that I can confirm that I shouldn't touch these skills. I want to give more skills to non-Hume jobs and I'm slowly running out of existing skills that I'm no longer using (mostly Beastmaster and Ultima skills).
Unfortunately I have no idea if they're used anywhere or not.
  • Modding version: Other/Unknown

MewNusvi

Yesterday at 04:28:32 pm #107 Last Edit: Yesterday at 05:01:20 pm by MewNusvi
Hi. I'm at an impasse, since I followed the required steps (including Dslink), but I still get the Error 2 message whenever I try to open my file. I specifically made sure to put both files in the same folder, just to be sure. Is there a solution?

Edit:
nevermind I'm dumb
I got the right file this time.

Now, I get Error "Index out of bounds for length 1".

RE-Edit: Sorry. I blundered twice. I just had the European version without knowing.
  • Modding version: Other/Unknown