S
Sega Chief
Guest
If the gil+ was put under an incrementing conditional then it could be adjusted so that you only get the gil, say, a certain number of times. That or adjust the frequency of the attack itself so it can only be used a certain number of times...except Trickplay's entire AI is a massive Random MOD check so it would prob need to be rewritten.Great work!
#63 There should be an addition for trickplay, of some sort (it's the gold mine move). It just shouldnt allow for exploitation to gain ridiculous amounts of gil. How does it work? Wondering if there's a way to cap how much you can gain each time it uses it. It shouldn't be so great that it makes gaining gil remotely easy. Just a nice bonus or whatever. Maybe it's best that the gil thing is disabled completely. What do you think?
#62 Can this be fixed by making chocobos react to Remove/Warp? Which is the best way if possible.
#13 Yeah, Wallmarket seems to be broken with that flag (Silver Barrette sellable). I remember now.
Enemies can be set to react to certain commands in certain indexes. It all depends if Remove triggers this or not though; if the command misses the Chocobo then it might not trigger. It might trigger if the check was put into post-action AI though. Otherwise something would need to be done to the actual spell itself so that it 'makes contact' with actors immune to death if that makes sense.