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.

Timeouts on Tsukumo Sisters on Extra


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


Timing out certain attacks of the Tsukumo sisters on Extra mode sometimes do not end when the timer hits 0.00s.

How it happens


As all characters, this can be done by timing out the Tsukumos' 1st and 2nd mid-spell playing from the start of the Extra stage. By doing this, Yatsuhashi leaves the screen and the spell-card ends when the time hits the 1.97s mark. Benben would still be shooting the bullets around, even though the spell has ended. Killing Benben does not do anything interesting.
As all characters, this can be done by timing out the Tsukumos' 1st and 2nd mid-spell playing from spell practice. By doing this, the spell-card ends when the time hits the 1.43s mark.

However, SakuyaA has the ability to slow down enemies, including bosses. She can use her knives on one of the bosses. The effects of her are listed below:

As SakuyaA, this can be done by timing out the Tsukumos' mid-non playing from the start of the Extra stage. SakuyaA has the ability to slow down timers if enough knives are attached to one of the sisters. SakuyaA has the option to either slowdown Benben or to slowdown Yatsuhashi.

  • If Benben is slowed down, then the timer is slowed down as well. When enough time has passed, Yatsuhashi leaves the screen.
  • If Yatsuhashi is slowed down, then the timer is not slowed down. When the timer hits 0.00s, Benben leaves the screen. Then, another timer inherited from Yatsuhashi appears.

Similarly, SakuyaA can slowdown the mid-spells of the Tsukumos. On both spells playing from the start of the Extra stage, the following applies:

  • If Benben is slowed down, then the timer is slowed down as well. When enough time has passed, the spell ends.
  • If Yatsuhashi is slowed down, then the timer is not slowed down. When the timer hits 0.00s, The spell ends.

As SakuyaA timing down the Tsukumos' mid-spells in Spell Practice mode has a different effect. On both spells playing in Spell Practice mode, the following applies:

  • If Benben is slowed down, then the timer is slowed down as well. When enough time has passed, Yatsuhashi leaves the screen. The spell ends, but Benben is still on-screen. Killing Benben does not do anything interesting.
  • If Yatsuhashi is slowed down, then the timer is not slowed down. When the timer hits 0.00s, Benben leaves the screen. The spell ends, but Yatsuhashi is still on-screen. Killing Yatsuhashi does not do anything interesting.

Theory


It has something to do with the two boss sharing different code that are both called at a different time.

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