Quote from: BleuVII on September 24, 2016, 05:47:22 pm
I 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.
Sorry for the Necrobump. Blue... What did you end up doing with this? This was going to be my plan as well. Did anything work? What went wrong?