Final Fantasy Hacktics

Modding => War of the Lions Hacking => Topic started by: Nyzer on July 18, 2015, 09:08:22 pm

Title: Limited ability use for Onion Knights
Post by: Nyzer on July 18, 2015, 09:08:22 pm
So I was poking around the Onion Knights and reading here about them, trying to think about some ways to make them more viable for use in the game.

I know the idea of giving them a standard skillset means that the skillset is inherently tied to whatever they've learned in Squire as opposed to their own skillset's abilities. I mean, it works, but it's messed up that way. And if you're changing Squire's skillset, or OK's requirements, there's no guarantee you'll have every ability going into OK.

But something I haven't seen pointed out on here is that, if you change their skillset's Action Menu command to Monster, then Onion Knights always have 3 guaranteed abilities - four, if you put four abilities in the set and walk next to a Beastmaster.

Just thought I'd throw that out there for anyone that might be interested. 3 abilities at least makes the OK halfway decent, right? Depends on how powerful your chosen abilities are...

Something to note is that this setup not only prevents other classes from using the OK's action skills, but it doesn't prevent them from using any support or movement skills you learn in the OK (if you equip Accumulate JP or use that small amount of starter JP, since that's the only way to get any).
Title: Re: Limited ability use for Onion Knights
Post by: Eternal on July 19, 2015, 03:54:37 pm
This is some really interesting information, and quite needed for FFT KO PSP, since I was encountering a bug with their skillset. Thanks for the info!
Title: Re: Limited ability use for Onion Knights
Post by: Nyzer on July 19, 2015, 06:19:13 pm
Couple other things I should mention.

The OK's action abilities don't need to be learned for the OK to use them if you do it this way.

And slapping Innate Beastmaster on the OK doesn't unlock that fourth ability slot for them.