Final Fantasy V Research & Development / Improving the FF5a Custom Class Mod
« on: September 12, 2017, 01:32:33 PM »I am looking to expand upon this mod. I was wondering if 1) if all passives could be made innate without their stat boost but then give their stat boost if selected to take up a precious action card slot. I think this is very doable since the following innates already function this way: Dual-Wield, Pharmacology, Artful Dodger, Cover, Counter, Shirahadori, Learning, Magic Shell, Caution (Vigilance), First Attack (First Strike), Find Passages, Find Pits, Light Step, Sprint, ABP Up, and Read Ahead. The only abilities that would need changed are: Equip Shields, Equip Armors, Equip Ribbons, Equip Swords, Equip Spears, Equip Katanas, Equip Axes, Equip Bows, Equip Whips, Equip Harps, Barehanded, Two-Handed, Berserk, Equip Rods, Undead, EXP Up, and Lure. And since HP +30% and MP +30% et al already don't give stats, they probably don't need to be changed at all.
I also wonder if 2) the passives can be granted as soon as they are gained, rather than grinding out extra abilities you don't want. Does anyone know what the innate-granting function looks like? I assume it procs upon mastery (job level 2 to 7 depending on the class) with a list of abilities to grant, so it could just be made to proc upon each lower level for a passive ability-granting class. Stacking issues could be overcome by first removing abilities from lower levels before adding them, although I'm not sure if that would "fit" well.
I'm also curious who considers his ability point cost rebalancing to be on point.