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PostPosted: February 10th, 2009, 12:37 pm 
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I was fiddling around with RPGM1, trying to see how much damage I could cause in a single attack if I set the stats just right. I managed something like 32,000 damage at most.

Now, look at the damage this bat is recieving. I mean, besides the fact that the damage shown is sometimes glitchy. Enemies in RPGM1 can't have more than 9999HP, yet this bat must've taken over 50,000 damage. It likely glitched as a result of restarting test play over and over again. After a couple attacks and it not dying, I knew I had to record it to show you this cool (but unlikely) glitch.

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Last edited by ErikaFuzzbottom on March 6th, 2010, 9:07 am, edited 1 time in total.

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PostPosted: February 10th, 2009, 1:10 pm 
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thats pretty cool. one glitch i get often is with the effect multi explosions. while playing if i string too many in a row it will randomly freeze the game and force a reset. yours is much cooler though.

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PostPosted: February 10th, 2009, 1:11 pm 
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That's freaking awesome. I wish we could do that on purpose and break the 9999 limit as we see fit.

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PostPosted: February 11th, 2009, 1:54 am 
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Yeah, but seeing as I had no control over when the enemy actually died... Actually, I didn't even think he would die. I just figured he'd taking damage infinately. I guess his damage looped back to 0 at some point. Maybe the damage counter doesn't keep track over 99,999 damage. Would actually be a good explanation of why 9999 is the Max HP in the first place. Actually a better explanation would be that somehow the damage counter somehow got knocked into the negatives. So he had 1 HP and had taken -50,000 damage.

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PostPosted: March 8th, 2009, 4:46 pm 
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well... I figure that if you set an enemies stats such that his def is almost as high as his HP (comparatively speaking) you might be able to pull it off on purpose...Course, once you have your characters do that same thing one would think it cancels out.

Of course, probably what happened was that the codding simply coulden't accept that more than 9999 was being done so kept rejecting it. the several revolutions you went through probably was the CPU doing a double take and checking its tables. When it finally died was when it realized the data was in fact correct. Interesting, but once the CPU caught on, I don't think it would have happened again. (which is why the second bat died, not only from a more dammaging hit, but on the first try as well.)

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PostPosted: March 8th, 2009, 8:57 pm 
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Nah, it accepts super-attacks well enough. I had been going at this for a while, trying to take a snapshot of the highest damage count I could, sometimes hitting as much as 30,000 damage. But maybe I did hit a number that went so high it exceeded the game's logic. Perhaps the glitch damage count is that amount. The glitched number in the video is the second one I hit in that battle, and I only managed to hit it in that battle.

If anybody wants to try their hand at this, I made a spell that does 9999 damage, set it to Magic A, made the enemy Magic B, and gave the player a class with the ability that makes spells do double damage (at random).

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PostPosted: March 6th, 2010, 9:02 am 
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I made a sequel.



I guide you all in the process of creating uber damage, eventually resulting in uber damage. It's not a frequent one; took me a half-hour before I could finally get it.

We also Scan the enemy's HP to figure out just what's happening when the Uber Glitch occurs.

Now I'm curious what would've happened if the enemy tried healing itself once it went into the loop. Would it kill itself once it healed enough? I'll leave that to someone else to figure out.

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PostPosted: March 6th, 2010, 10:48 am 
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It could very well be negetive... it's just rpg maker wasn't programmed to use negetive numbers, so the minus sign probably wouldn't show up. But yeah, awesome video man. And just think of somehow we could actually USE that. Final bosses with THAT ammount of HP? Sheesh.

Also, I really liked your comment about encounter rates. I plan to never use over... like 2.

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PostPosted: March 6th, 2010, 8:41 pm 
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Make sure you have an item or spell that reduces the encounter ratio. Those tend to be great items.

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PostPosted: March 7th, 2010, 1:01 pm 
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I like weapons that do that. But I like weapons that can't actually DO anything else, cause its annoying that the best weapon in the game is useless because it scares away enemies...though it could be a great plot point if used correctly.

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