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.
Sagume Skip
Specifications
- Versions:
1.00a -
1.00b
- Difficulty:
Easy -
Normal -
Hard -
Lunatic -
Extra - Mode:
Legacy mode -
Point Device mode -
Practice mode
- Shottype:
Reimu -
Marisa-Sanae -
Reisen
What happens
Upon successfully replicating the Sagume Skip, her fight ends immediately and you are brought to her post-boss dialogue. Upon doing this you will not trigger the spells, meaning if you never faced any spells before they will appear as ??? when looking at your Player Data. Also, you will be missing out on free chapter bonuses. The game runs normally after skipping Sagume. Replays are compatible.
How it happens
If any damage is dealt between the transition of her non-spell and spell, the spell will start off with reduced HP. If enough damage is dealt between the transition of her non-spell and spell, her HP will be below 0, causing the spell not to be triggered and instantly skipping the fight. Therefore, the player must deal over a specific amount of damage in exactly 3 frames on any of her non-spells.
The reason why there is a three frame window between the non-spell and the spell has to do with the mode Point Device. It is not uncommon to die the frame the chapter ends. In order to prevent an eternal softlock between the transition, the game needs a few frames of waiting between chapters.
This skip is generally achieved by doing a precise bomb right before her spell gets triggered. The bombs ensure that the yin-yangs are destroyed, depleting Sagume's HP thus skipping the fight.
Because a powerful bomb is recommended, shottypes like Marisa and Reisen are not suitable for replicating the skip. Although it is theoretically possible, their bombs and shot are not suited for this job.
Why it happens
The player has a 3 frame window to deplete Sagume's spell HP. The spell HP goes as follows:
- Spell 1:
2300HP - Spell 2:
3100HP - Spell 3:
2500HP
The player can only deal 60 HP of damage to an enemy per frame, meaning only 3 * 60 = 180 HP can be deducted purely from player damage.
The rest of the damage comes from destroying the yin yangs. The yin yangs vary from non-spell to non-spell, each of them reducing their own number of HP when destroyed. The values go as follows:
- Yin yangs on non-spell 1:
-220HP - Yin yangs on non-spell 2:
-330HP - Yin yangs on non-spell 3:
-330HP
(Although the non-spells have a mix of red and blue yin yangs, they both deal the same damage to Sagume when destroyed.)
All non-spells have a total of 12 yin yangs per wave on all difficulties. The only instances in which this does not apply is the second non-spell and the third non-spell on Easy mode as it only has 6 yin yangs per wave.
Suppose all yin yangs are killed and the boss is being hit by the player, the following would be the maximum damage possible in the three frames:
- Non-spell 1:
3 * 60 + 220 * 12 = 2820HP, dealing520excess damage. - Non-spell 2:
3 * 60 + 330 * 12 = 4140HP, dealing1040excess damage. - Non-spell 3:
3 * 60 + 330 * 12 = 4140HP, dealing1640excess damage.
On non-spell 1, the player must kill at least 10 out of 12 yin yangs to deplete Sagume's HP to 0.
On non-spell 2, the player must kill at least 9 out of 12 yin yangs to deplete Sagume's HP to 0.
On non-spell 3, the player must kill at least 8 out of 12 yin yangs to deplete Sagume's HP to 0.
Sagume will not trigger her subsequent non-spell when her HP is depleted to 0. By default, if an enemy has 0 HP, the enemy gets destroyed. Consequently, Sagume's spells have a check if her HP is 0. However, Sagume's non-spell do not have a check if her HP is 0. Because she does not have a check on her non-spell, it means there is no code that tells Sagume to progress to the next attack. This results in a skip if and only if her HP is depleted to 0 in a 3 frame window.
Since there is too much precision involved when destroying the yin yangs, it is therefore much easier to execute the skip on the third non-spell as opposed to the second or the first.
Links
Replays
- Replay
NySSN3by "Nylilsa". Lunatic, Sanae, 1.00b. 「September 13, 2022」. Download link (Note: Non-spell 3 skip)
Videos
- Nylilsa. 「June 25, 2022」. "【東方紺珠伝】サグメスキップ〜霊夢と早苗" https://www.youtube.com/watch?v=u5brd2bYor4
- fon. 「June 27, 2017」. "Touhou 15 - Legacy Mode (Lunatic) Speedrun in 23:48" https://www.youtube.com/watch?v=cCxeK1-i_nU&t=772s
- NNN_shooter. 「August 14, 2018」. "【TAS】TH15 LoLK "Lunatic" Sanae in 22:33.41【New Record】" https://www.youtube.com/watch?v=uf3Bj5Hrucg&t=742s
All Legacy of Lunatic Kingdom pages: | |
|---|---|
| Sagume Skip · Red Background · Doremy's First Non-spell Typo · Hecatia opener 50% shootdown · Reisen Desync · Slowdown Item Duplication · Sanae Frogs Not Working | All Ecl-related pages: | All Bombs-related pages: |