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Releases: Rurusachi/ffta2-editor

FFTA2 Editor v1.3.9

27 Aug 00:26

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Features:

  • Added tabs for Item Tables and Law Bonuses.
  • Added an Export menu for mass exporting sprites.

Bug fixes:

  • Fixed an issue with the colors of exported sprites.

FFTA2 Editor v1.3.8

01 Aug 20:37

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Features:

  • Added tabs for Loot and Consumables.
  • Added patch that makes all Consumables buyable if Story Progress requirement is fulfilled (some consumables are hardcoded to be unbuyable in vanilla).

Bug fixes:

  • Abilities are now correctly reset when changing a Formation Unit's Job or Secondary Ability Set.
  • Fixed a serious bug that would sometimes wipe Ability Sets.
  • Fixed IdxPak files not being repacked correctly. This could sometimes cause loss of data (notably when adding an odd number of new Unit Sprites or Faces).
  • Fixed NaUnitAnimTable potentially being truncated by a few bytes.
  • Fixed dim effect not being disabled if user cancels saving.

FFTA2 Editor v1.3.7

17 Jul 17:53

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Features:

  • Now shows a warning when loading text containing unknown characters.

Bug fixes:

  • Ability Sets were read as 2-byte instead of 1-byte values for Jobs and Formation Units. This was a minor bug since the 2nd byte is unused (in vanilla at least)

FFTA2 Editor v1.3.6

14 Jul 15:42

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Features:

  • Now fixes invalid Ability Set references on load and shows a warning.
  • Now uses temporary folders when loading roms.

FFTA2 Editor v1.3.5

25 Jun 01:05

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Bug fixes:

  • Fixed the editor failing to launch if ffta2-editor.properties didn't exist

FFTA2 Editor v1.3.4

22 Jun 16:16

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Features:

  • Now remembers last import/export path.
  • Saves remembered paths to config file more often. Previously only saved when closing the editor successfully.
  • Renamed Job Property "Bit 7" to "Cannot use normal Attack".
  • Changed Movable Places to a dropdown.

Bug fixes:

  • Fixed some incorrect file handling.

FFTA2 Editor v1.3.3

01 Jun 08:54

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Bug fixes:

  • Now uses significantly less memory when saving (by calculating the final size instead of allocating ~750 mb). This might fix the editor never finishing saving on some systems.

FFTA2 Editor v1.3.2

13 May 18:51

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As of this update text encoding/decoding and line height calculations should finally be correct
A new menu at the top named Fixes contains a fix that resets all text affected by the encoding bug to vanilla.

Features:

  • Added field for Ability help text

Bug fixes

  • Fixed Ability help text being saved incorrectly (index was cast to Byte instead of Short). Bugged values will reset to vanilla when loaded.
  • Fixed the Auction Prize tables overwriting the Grand Auction Prize tables when saving. Bugged tables will reset to vanilla when loaded.
  • Fixed 2 sets of characters being decoded to the same character, replacing all instances of one with the other:
    • An apostrophe-like character (now decoded as `) was being replaced by a normal apostrophe.
    • * was being replaced by a long dash (now decoded as ).

FFTA2 Editor v1.3.1

29 Apr 14:18

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Features:

  • Added a Disable Sequencer and Peytral Stat Growth patch.
  • Updated the Signed Equipment Stats patch to prevent negative stats.

FFTA2 Editor v1.3.0

26 Apr 19:07

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Features:

  • Added autocomplete to most ComboBoxes (dropdown fields).
  • Formations are now named after the quest they are used in. Formation 0 is a special case as it is used for recruitable units and starting units.
  • Added a new Save button that saves to the most recent opened/saved rom.
  • Added copy/paste for abilities. This copies all data except name and description from one ability to another including animations.
  • Added a Signed Equipment Stats patch. This changes the range for Equipment stats from [0, 255] to [-128, 127]. If enabled you should set Sequencer/Peytral's Attack/Defense to no higher than 27, otherwise they may overflow when fully stacked.
  • Added a Starting MP patch that sets unit's starting mp to max..
  • Added a Max Level patch that sets the max level for all units.
  • Added an MP Gain Per Turn patch that changes mp gained per turn to a flat value + %max mp.

Bug fixes:

  • The "Required Job" fields in Job Requirement now refer to Ability Sets instead of Job Groups. This bug is unlikely to have affected anyone as they are equivalent for all existing jobs except for Sky Pirate, Dancer, Heritor, Agent, and Nightshade. If any of those jobs or any newly created jobs were set as required for other jobs then they will need to be set again.