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Library of the Ancients > Final Fantasy IV Research & Development
Nuke/Flare Animation Glitch
Dragonsbrethren:
Found this when I was trying to make a new ninjutsu technique for my hack:
The glitch requires at least four enemies to trigger, I've used Nuke on the three BlackLiz formation in the underworld and that didn't trigger it. My only guess is the glitched animation somehow overflows and corrupts the player's location information. One thing I didn't show; you can get pulled back into battle indefinitely if you keep ending them with Nuke, I would have shown that but wanted to keep the movie short enough to put it on YouTube. If you're curious what the dummy item is, it's a silver apple.
I should try this on some maps other than the overworld and underworld.
Edit: This glitch is really fun on the moon. After battle you'll be in the same place you started, but spriteless, use a Cabin to get your sprite back. You can use the Lunar Whale to return to Earth (Open and close the menu to correct the all-black palette) and it'll be carrying the hovercraft. Land and Cecil will still be carrying the hovercraft, but if you get in the Enterprise you can put it down like normal. Enter any location and you'll spin instead of walk. Dialogue boxes are displayed behind the other background layers and auto-scroll.
Phoenix:
That's some glitch. It must really mess with something to have all those effects. I'll guess we'll all stay away from multi-targeted Nuke for a while, eh? :banonsmash:
JCE3000GT:
When I was making my HT I discovered this, I wanted to make Nuke much more expensive but be able to select all monsters. It was quite odd, maybe there is a way to fix it?
The crystal you use on Zeromus does the same thing--obviously since its Nuke/Flare with a blue palette.
Deathlike2:
I guess that solves the lame monster MegaNuke/Mega Flare that was created instead.
Although, that's overpowered! :wink:
Dragonsbrethren:
I haven't compared them side-by-side but Mega Flare's animation is pretty much just Flare's animation without the "fusion" animation in the beginning. The Bahamut summon's Mega Flare's animation can't be displayed on the party, it always appears at the same place on the screen - I use that one colored green for Ultima in my hack since no enemies cast Ultima anyway.
Has anyone looked into the animation sequences at all? I'm curious if the ones used by commands or the magic casting ones can be given to spells, I know all those graphics are stored in with the normal magic graphics. I was trying to make an animation for Summon and settled on Dispel's since it's been cut from my hack; I really wanted to use the same spinning orb animation Rydia's summon sequence uses though.
I also wanted to try making a spell version of Cecil's Darkness but those plans have changed, I reworked that skill into something very different and much more interesting.
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