546 - bombShield(int a, int script)
Sets the bomb invulnerability flag (a=0 false, a=1 true), the caller's ANM script will change to script when a bomb is active.
611 - etEx(int etId, int async, int type, float a, float b)
Adds bullet transformation to bullet manager etId, Transformation of flag type determines the specific behaviour of the bullet. Documentation can be found here.
BulletEffectType-67108864 - etExDelay(string et, string isAsync, string time)
Hide the bullet for time frames. During this time, it will not move, will be invisible and won't have a hitbox. If used as a first transformation, can be used to delay when the bullet actually appears.
6 - isDelayedSpawn
While this flag is set, the bullet will be invisible and not have a hitbox. This flag is cleared once the delay timer ends.
4 - short_timer
Integer value between -1 and 15 inclusive (by default -1). If non-negative, shooters using short_timer shoot their bullets and timer increments by 1 per frame until 15 is reached. Once 15, timer reset to -1 or 0 depending on Z key state.
5 - long_timer
Integer value between -1 and 120 inclusive (by default -1). If non-negative, shooters using long_timer shoot their bullets and timer increments by 1 per frame until 120 is reached. Once 120, timer reset to -1 or 0 depending on Z key state.
91 - floatTime(int slot, float var, int time, int mode, float start, float final)
In time frames using mode mode, variable var changes from start to final. slot is used to set the slot to be used by this ins, every enemy has 8 slots.
-9980 - F1
Local float variable, inherited by spawned enemies.
-9984 - I1
Local integer variable, inherited by spawned enemies.
-9989 - ANGLE_PLAYER
Angle from the enemy to the player.
-9962 - BOSS_Y
Final Y position of the boss.
-9990 - PLAYER_Y
Player's Y position.
-9963 - BOSS_X
Final X position of the boss.
-9991 - PLAYER_X
Player's X position.
81 - circlePos(float varX, float varY, float angle, float radius)
Performs following operation: varX = cos(angle) * radius and varY = cos(angle) * radius
-9981 - F0
Local float variable, inherited by spawned enemies.
300 - enmCreate(string sub, float x, float y, int hp, int score, int item)
Creates an enemy using subroutine sub at coordinates (x, y) (relative to position of the parent), health of created enemy is hp, score bonus is score and item drop is item.
601 - etOn(int etId)
Shoots bullet(s) using properties from bullet manager etId.
23 - wait(int time)
Stops sub execution for time frames.
1 - delete()
Returns to the top of current call stack.
2 - GAME_SPEED
The value controls by how much faster the game speed is run. This variable is often set to a number between 0 and 1. This value is often changed when a (final) boss dies or when a photo is taken. Its default value is 1.
-9985 - I0
Local integer variable, inherited by spawned enemies.
-9983 - I2
Local integer variable, inherited by spawned enemies.
-9982 - I3
Local integer variable, inherited by spawned enemies.
-9954 - ENEMY_HP
Enemy's current HP.
3 - goheiExists
A flag that determines if a gohei exists on-screen or not. Flag is set to true by active gohei. Flag is set to false if gohei goes off-screen or is despawning.
-9926 - GI0
Global integer value. Value is initialised to 0 on stage load but not on stage reset.
-9925 - GI1
Global integer value. Value is initialised to 0 on stage load but not on stage reset.
-9924 - GI2
Global integer value. Value is initialised to 0 on stage load but not on stage reset.
-9923 - GI3
Global integer value. Value is initialised to 0 on stage load but not on stage reset.
17 - distortion(int a)
Triggers distortion effects on the edge of the screen. The meaning of the argument is not entirely clear. SA uses a value of 1 to create distortion at the bottom of the screen, while UFO uses this same value to create distortion at the top.
539 - spell3(int id, int timeRate, int unused, string name)
Declares a spell-card with id id and name unused. The ID passed to the spell-creating function is id + difficulty - 2 (with easy=0, normal=1, ..., overdrive=5). timeRate determines how much time the spell circle takes to shrink (in frames), as well as how fast the spell bonus decreases.
514 - setInterrupt(int slot, int hp, int duration, string subroutine)
Sets an interrupt on slot slot. Once caller's HP reaches hp or duration frames have passed since this instruction was called, the caller will terminate all subroutines it's currently running and execute subroutine subroutine.
270 - enmCreate270(string sub, float x, float y, int hp, int score, int item)
Creates an enemy using subroutine sub at coordinates (x, y) (relative to position of the stage background camera), health of created enemy is hp, score bonus is score and item drop is item.
115 - timer_callback_threshold(int time)
Calls the callback function timer_callback_sub after time frames have passed.
10022 - SELF_TIME
Integer value that increases by 1 every in-game frame. This value is used by bosses and by functions such as timer_callback_threshold.
Remilia's 2nd non-spell timer
Specifications
- Versions:
1.00 -
1.01 -
1.02 -
1.02a -
1.02b -
1.02c -
1.02d -
1.02e -
1.02f -
1.02h
- Difficulty:
Easy-Normal-Hard -
Lunatic -
Extra - Mode:
Main game -
Practice mode
- Shottype:
ReimuA -
ReimuB -
MarisaA -
MarisaB
What happens
When paying attention to the timer on Remilia's 2nd non-spell, one may notice that the timer periodically decreases by half a second every 5 seconds.
How it happens
This behaviour happens automatically when facing Remilia's 2nd non-spell on Hard or Lunatic difficulty. No special conditions need to be met for this to happen.
Why it happens
For a boss attack to have a timer, the function timer_callback_threshold is used to determine how long an attack lasts for. For Remilia's 2nd non-spell, the following timer_callback_threshold is used:
timer_callback_threshold(2700)
This means her second non-spell lasts for 2700 frames, or 45 seconds.
Internally, the game increases a variable called SELF_TIME until it hits 2700 frames. To be more specific, it checks for the following condition: . SELF_TIME >= 2700SELF_TIME automatically increments by one every in-game frame. However, there is a second way in which SELF_TIME's value can be changed. On Remilia's 2nd non-spell, we have the following code exists:
loop {
move_rand_in_bounds(-3.1415927, 3.1415927);
move_speed(2.5);
move_time_decelerate((90 : : 60 : ));
{"HL"}: SELF_TIME = SELF_TIME + 30;
+90: // 150
sub20(0, 0.0);
move_rand_in_bounds(-3.1415927, 3.1415927);
move_speed(2.5);
move_time_decelerate((90 : : 60 : ));
{"HL"}: SELF_TIME = SELF_TIME + 30;
+90: // 240
sub21(0, 0.0);
move_rand_in_bounds(-3.1415927, 3.1415927);
move_speed(2.5);
move_time_decelerate((90 : : 60 : ));
{"HL"}: SELF_TIME = SELF_TIME + 30;
+90: // 330
sub22(0, 0.0);
sub20(0, 0.0);
math_inc(I7);
+10: // 340
}
To break it down, we are only interested in the following code sniplet:
{"HL"}: SELF_TIME = SELF_TIME + 30;
This code sniplet says "If the difficulty is Hard/Lunatic, increase SELF_TIME by 30". Since SELF_TIME suddenly increases, it means that the boss timer can make sudden jumps. This explains why only on Hard/Lunatic Remilia's 2nd non-spell's timer periodically decreases by half a second every 5 seconds.
Links
Replays
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All The Embodiment of Scarlet Devil pages: | |
|---|---|
| Boss Attack Skip · Dialogue Pause Desync · Bomb Pause Desync · ReimuA No Sound · Nightbird on Easy Difficulty · Bomb Despawning Enemies · Laser Midpoint Bug · Remilia's 2nd non-spell timer · MarisaB Backward Laser · Bullet Displacement Bug · Max power at 127 power · Persisting Bat State | All Ecl-related pages: |