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.

503 - flagClear(int n)


Clears flag(s) according to n. Refer to the flag table here for exact values.

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.

ReimuA 2 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


2-power ReimuA deals very little damage more compared to 1-power ReimuA.

How it happens


This is done by playing as the character ReimuA and being between 2.00-2.95 power. This affects both the focused and unfocused shot of ReimuA.

Why it happens


This information was extracted from the pl00a.sht file, which contains most shottype data about ReimuA. Below is denoted some information about the damage of 1-power ReimuA and 2-power ReimuA.

  • Shooter displays information about what type of bullet ReimuA shoots.
  • Damage gives information about how much damage per shot one bullet deals
  • Shot per second gives information about how many shots per second are fired, assuming the player continuously holds Z to shoot.

Given this information, we can calculate the DPS (Damage per Second) for each power threshold.

Damage information of 1-power ReimuA


Shooter Damage Shot per second
Left Amulet 15 20
Right Amulet 15 20
Needle 1 7 20
Needle 2 7 20

DPS: 20 * (15 + 15 + 7 + 7) = 20 * 44 = 880 damage per second.

Damage information of 2-power ReimuA


Shooter Damage Shot per second
Left Amulet 14 20
Right Amulet 14 20
Needle 1 5 20
Needle 2 6 20
Needle 3 6 20
Needle 4
0
20

It can be seen that one of the needles of 2-power ReimuA deals 0 damage.
DPS: 20 * (14 + 14 + 5 + 6 + 6 + 0) = 20 * 45 = 900 damage per second.

DPS of ReimuA across all power levels


To avoid redundancy, the damage values of 0-power, 3-power and 4-power ReimuA are not displayed in a table in this section. Instead, their DPS has been calculated.

  • 0-power ReimuA DPS: 20 * (16 + 16) = 20 * 32 = 640 damage per second.
  • 1-power ReimuA DPS: 20 * (15 + 15 + 7 + 7) = 20 * 44 = 880 damage per second.
  • 2-power ReimuA DPS: 20 * (14 + 14 + 5 + 6 + 6 + 0) = 20 * 45 = 900 damage per second.
  • 3-power ReimuA DPS: 20 * (14 + 14 + 5 + 5 + 5 + 5 + 5 + 5) = 20 * 58 = 1160 damage per second.
  • 4-power ReimuA DPS: 20 * (14 + 14 + 5 + 4 + 4 + 5 + 4 + 5 + 5 + 4) = 20 * 64 = 1280 damage per second.

The information is summarised in the following table:

Power level DPS (Damage per Second) Percentage increase
0-power 640 -
1-power 880 37.5%
2-power 900 2.3%
3-power 1160 28.9%
4-power 1280 10.3%

The 2-power ReimuA bug is most likely caused because ZUN made a typo resulting in one of 2-power ReimuA's needles to deal 0 damage. Presumably, the needle that deals 0 damage is supposed to deal 5 damage.



Replays


Any replay of ReimuA faces this bug, so no replays are provided in this section.

Videos


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