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.
MarisaB 3 Power Damage
Specifications
- Versions:
1.00a
- Difficulty:
Easy -
Normal -
Hard -
Lunatic -
Extra
- Mode:
Main game -
Practice mode
- Shottype:
ReimuA-ReimuB-ReimuC-MarisaA-MarisaB -
MarisaC
What happens
MarisaB deals a ton of damage, allowing her to capture patterns with ease. This bug can happen at any time during the game, meaning you can do a MarisaB LNN with this glitch.
How it happens
This bug can take place during any point in the game. The requirement is to have a power in the range 3.00-3.95 and shoot unfocused. Contrary to popular belief, the part of Marisa that deals a lot of damage are her right missiles, and the damage does not come from the lasers.

Why it happens
The data of MarisaB's shot is stored in the file pl01b.sht. In the file, most data about the shottype can be found. The damage values of MarisaB's lasers go as follows:
| No-Focus | Laser 1 | Laser 2 | Laser 3 | Laser 4 |
|---|---|---|---|---|
| 0.00 - 0.95 | ||||
| 1.00 - 1.95 | 10 | |||
| 2.00 - 2.95 | 10 | 10 | ||
| 3.00 - 3.95 | 9 | 10 | 9 | |
| 4.00 - 5.00 | 9 | 10 | 10 | 9 |
| Focus | Laser 1 | Laser 2 | Laser 3 | Laser 4 |
|---|---|---|---|---|
| 0.00 - 0.95 | ||||
| 1.00 - 1.95 | 10 | |||
| 2.00 - 2.95 | 10 | 10 | ||
| 3.00 - 3.95 | 9 | 10 | 9 | |
| 4.00 - 5.00 | 9 | 10 | 10 | 9 |
It can be seen that there is nothing off with the damage values of MarisaB's lasers.
The damage values of MarisaB's missiles go as follows:
| No-Focus | Missile Left | Missile Right |
|---|---|---|
| 0.00 - 0.95 | 15 | 15 |
| 1.00 - 1.95 | 14 | 14 |
| 2.00 - 2.95 | 13 | 13 |
| 3.00 - 3.95 | 12 | 122 |
| 4.00 - 5.00 | 11 | 11 |
| Focus | Missile Left | Missile Right |
|---|---|---|
| 0.00 - 0.95 | 15 | 15 |
| 1.00 - 1.95 | 14 | 14 |
| 2.00 - 2.95 | 13 | 13 |
| 3.00 - 3.95 | 12 | 12 |
| 4.00 - 5.00 | 11 | 11 |
The damage output from MarisaB's right missile when unfocused at a power between 3.00-3.95 is 122 per missile instead of 12 per missile. This means the missile deals 916.67% more damage than its intended value. This is because ZUN typed an extra "2", resulting in the missile's damage being 122 instead of 12.
Links
Replays
Any replay of MarisaB should be sufficient, so none are provided in this section.
Videos
- a26866152. 「September 14, 2013」. "【TAS】東方風神録Lunatic バグマリ in 13:39.25" https://www.youtube.com/watch?v=efqy8GBUNL0
- Nylilsa. 「August 15, 2022」. "東方風神録 〜 Lunatic 13分54秒 魔理沙/B" https://www.youtube.com/watch?v=0ETirf_ywHY
- Nylilsa. 「May 28, 2022」. "東方風神録 〜 Extra 6分25秒 魔理沙/B" https://www.youtube.com/watch?v=RxkHkDJvwXg
All Mountain of Faith pages: | |
|---|---|
| MarisaB 3 Power Damage · Corrupt replays · Stage 4 Desync · Bullet hitboxes glitch · Stage transition Desync · The 2038 problem · Slowdown Item Duplication | All Typo-related pages: | All Shottype-related pages: |