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.

Slowdown Item Duplication


Specifications


  • Versions: 1.00a - 1.00b
  • Difficulty: Easy - Normal - Hard - Lunatic - Extra
  • Mode: Main game - Practice mode - Spell practice
  • Shottype: ReimuA - ReimuB - MarisaA - MarisaB - SakuyaA - SakuyaB

What happens


The float variable GAME_SPEED determines how fast the game runs. Though, GAME_SPEED does not simply change the game's FPS - it works through ZUN's ways.

The variable GAME_SPEED in DDC changes in the following events:

  1. Outside of Spell practice mode, Shinmyoumaru depletes to 0 HP or the timer reaches 00.00s on her final spell-card (GAME_SPEED = 0.5), lasting for 60 frames.
  2. Outside of Spell practice mode, Shinmyoumaru explodes after her final spell-card (GAME_SPEED = 0.25), lasting for 30 frames.
  3. Outside of Spell practice mode, Raiko depletes to 0 HP or the timer reaches 00.00s on her final spell-card (GAME_SPEED = 0.5), lasting for 60 frames.
  4. Outside of Spell practice mode, Raiko explodes after her final spell-card (GAME_SPEED = 0.25), lasting for 30 frames.

Doing certain actions when GAME_SPEED is not 1 results in weird behaviour. This page describes changes around items as a result of this effect.

How it happens


During times when GAME_SPEED is not 1 the following side effects happen.

  • The player loses more power upon death in multiples of 50;
  • The player spawns more power items upon death in multiples of 7;

Note that if the player uses SakuyaA then the slowdown effect may not take place. This is because the knives of SakuyaA influence the speed at which the enemy performs its actions. SakuyaA can trigger it only if she does not use her slowdown knives.

Why it happens


This bug occurs because altering the GAME_SPEED variable changes the game's execution speed, causing certain actions to be processed multiple times within a single frame. This results in unintended effects, such as excessive power loss and item generation.

For example, suppose that the value GAME_SPEED is set to 0.25. This means the game runs 4 times slower. The game usually executes the power drop/power loss effects for one frame upon death. However, because the game is 4 times slower it means that the game executes it 4 times instead of the usual 1 time. This means that the player ends up losing 200 power but gains 28 power. Note that this happens because the value of GAME_SPEED is changed. If the game's Frames Per Second (FPS) were changed through external means, then the same effect does not happen.



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