Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.
Started by azavier, October 03, 2013, 02:35:41 pm
Quote from: Eternal on October 05, 2013, 04:15:17 pmThat's correct. As of now, the Onion Knight cannot use R/S/Ms beyond what is innate on their job. They can use skills such as Fire as long as they're in its skillset, though. That said, they cannot gain JP unless they have innate Accrue JP, which is what I did to them in KO PSP.
Quote from: BleuVII on September 24, 2016, 05:47:22 pmI know this topic is ancient, but since I had to do the research myself, I figured I'd post my notes.Hard coding makes it impossible to add any abilities to the Onion Knights. Also, the Onion Set (Sword, Armor, etc.) is affected by hard coded values. But since those are only available via Rendezvous, and you won't be playing that in a hack, it's not a serious concern.What *I* did is change the Onion Knight to the Arithmetician, giving it the Arithmeticks skill set. This kind of fixes the OP nature of Arithmeticians. Now, if you want to use an Arithmetician, you ONLY get the Arithmeticks; nothing else. I also nerfed them so that they have Move/Jump of only 2. With boots equipped, that maxes out at 3/2 or 2/3. It makes the class much more like the Mime; only great if you know how to use them. Then, I used the slot originally occupied by the Arithmetician to add in a new class. In my hack, I made a Red Mage with the MP-restoring "Refresh" and "Refreshaga" (Using Formula 54), a Lvl 2 Water/Aero/Quake attack, and a couple of abilities pulled from other classes. The Red Mage gets useless pretty quickly, until end game when they can learn the Planar Magicks (Meltdown, Tornado, Quake (renamed Earthquake)) by being hit with them.Disregard this whole post. Through bug testing, I've discovered that my idea does not work.
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