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.
Marisa 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
Replays using Marisa have a high chance of desyncing when the replay is started directly from a stage between Stage 2 and Stage 6. More notably, the desync often happens after a (mid-)boss encounter. This desync also only happens in replays where Marisa's missiles are used, meaning replays that only shoot with Marisa's unfocus shot do not desync.
How it happens
- Obtain a Main game Marisa replay that makes it to at least Stage 2. Make sure this replay uses Marisa's focused shot.
- Select the replay and select a stage between Stage 2 and Stage 6 inclusive
- Watch the replay
There is a high chance the replay will desync at any given point in which Marisa dies at unexpected places. However, it is also likely that the replay does not desync. In the latter case, you might notice that the score at the end of the stage does not match the score in the replay, only differing by a few points.
Why it happens
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Links
Replays
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Videos
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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 Shottype-related pages: |