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.
MarisaA's Laser Damage
Specifications
- Versions:
1.00a -
1.00b
- Difficulty:
Easy -
Normal -
Hard -
Lunatic -
Extra
- Mode:
Main game -
Practice mode
- Shottype:
ReimuA-ReimuB-MarisaA -
MarisaB-SanaeA-SanaeB
What happens
Sometimes, MarisaA deals more or less damage despite being at the same power level. This can be taken advantage of by allowing MarisaA to speedkill certain attacks.
How it happens
There are two ways to get a different damage output despite having the same power level:
- When at 1/2/3 power, experience a power-up while continuing with shooting.
- At 4 power, start off shooting unfocused, then shoot focused (and also vice versa).
Why it happens
The data of MarisaA's shot is stored in the file pl01a.sht. In it most data about the shottype can be found. The damage values of MarisaA's lasers go as follows:
| No-Focus | Laser 1 | Laser 2 | Laser 3 | Laser 4 |
|---|---|---|---|---|
| 1.00-1.99 | 17 | |||
| 2.00-2.99 | 11 | 11 | ||
| 3.00-3.99 | 9 | 9 | 9 | |
| 4.00 | 10 | 10 | 10 | 10 |
| Focus | Laser 1 | Laser 2 | Laser 3 | Laser 4 |
|---|---|---|---|---|
| 1.00-1.99 | 17 | |||
| 2.00-2.99 | 11 | 11 | ||
| 3.00-3.99 | 9 | 9 | 9 | |
| 4.00 | 8 | 8 | 8 | 8 |
Interestingly enough, there is a small damage difference between No-Focus and Focus Marisa at 4 power.
Whenever MarisaA's lasers are fired, the lasers maintain their damage until the player stops shooting. If the player experiences a power-up, or if the player toggles between a No-Focus and Focus state, then the laser's damage is not updated. This allows for MarisaA to deal a different amount of Damage Per Second, depending on the state of the lasers.
Laser damage calculations
This section is going to talk about the damage output of the lasers. It does not cover the total Damage Per Second output of MarisaA.
If 4-power MarisaA starts shooting while focused, then the lasers deal a total of 32 dmg.
If 4-power MarisaA starts shooting while unfocused, then the lasers deal a total of 40 dmg.
If 2-power MarisaA starts shooting, and then powers-up (2-power → 3-power → 4-power No-Focus), then the lasers deal a total of 11 + 11 + 9 + 10 = 41 dmg.
If 1-power MarisaA starts shooting, and then powers-up (1-power → 2-power → 3-power → 4-power No-Focus), then the lasers deal a total of 17 + 11 + 9 + 10 = 47 dmg.
If 1-power MarisaA starts shooting, and then powers-up (1-power → 2-power → 4-power No-Focus), then the lasers deal a total of 17 + 11 + 10 + 10 = 48 dmg. (Note: this is possible if the player collects at least 101 power in one frame.)
Links
Replays
This section has no content yet. Would you like to add to this section? Contact me if you are interested!
Videos
- ZPS. 「July 25, 2019」. "UFO Marisa A Glitchless vs. Glitched Damage Comparison" https://www.youtube.com/watch?v=jP0mj3k1P24
All Undefined Fantastic Object pages: | |
|---|---|
| ReimuA Bomb Desync · Score Display Overflow · MarisaA's Laser Damage · Slowdown Item Duplication · Stage 4 Invincibility Desync | All Shottype-related pages: |