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.
Invincibility Desync
Specifications
- Versions:
1.00a -
1.00b -
1.00c
- Difficulty:
Easy -
Normal -
Hard -
Lunatic -
Extra-Overdrive - Mode:
Main game -
Practice mode-Spell practice - Shottype:
Reimu -
Marisa -
Sanae -
Youmu
What happens
This desync only happens when starting a replay directly from Stage 2, Stage 3 or Stage 4, in which case the player dies to the first few enemies that spawn. The replay would otherwise work normally when started on any other stage, assuming no other desync takes place. This desync does not apply to Practice Mode replays.

How it happens
For this desync, the player must die by any of the first few enemies that spawn in Stage 2, Stage 3 or Stage 4. It is not possible on Stage 5 and Stage 6 because the enemies take too long to spawn.
Why it happens
When starting a replay from any stage, the player character is given 120 frames of invincibility. When ramming into an enemy normally, the player dies the moment contact is made with the fairy. However, when ramming into an enemy starting the replay from Stage 2, Stage 3 or Stage 4, the player can either go through the fairy and survive, or still die to the fairy but a few frames later. Regardless, both options result in a different outcome than what the original, causing the desync.
Links
Replays
- Replay
Nylilsaby "Nylilsa". Easy, Youmu, 1.00c. 「September 19, 2025」. Download link (Note: Stage 2 desyncs only if replay starts from Stage 2)
Videos
This section has no content yet. Would you like to add to this section? Contact me if you are interested!
All Ten Desires pages: | |
|---|---|
| Incorrect boss position during spell practice · Misalignment of timer · Slowdown Item Duplication · Yoshika Revival Bug · Invincibility Desync · Marisa Desync | All Desync-related pages: | All Stage transition-related pages: |