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.

Mai & Satono Solo Spells Issues


Specifications


  • Versions: 1.00a
  • Difficulty: Easy - Normal - Hard - Lunatic - Extra
  • Mode: Main game - Practice mode - Spell practice
  • Shottype: ReimuSpring - CirnoSpring - AyaSpring - MarisaSpring - ReimuSummer - CirnoSummer - AyaSummer - MarisaSummer - ReimuAutumn - CirnoAutumn - AyaAutumn - MarisaAutumn - ReimuWinter - CirnoWinter - AyaWinter - MarisaWinter - ReimuExtra - CirnoExtra - AyaExtra - MarisaExtra

What happens


Both Mai and Satono's 2nd solo spells, Star Festival and Behind You, have issues with their timers.

Star Festival displays a 30 second timer. Once the 30 seconds are up, the spell is counted as a fail. However, the timer resets and the pattern continues for another 10 seconds. This is different in Spell Practice than in stage practice.
In Spell Practice, the game removes the bullets and spell background, and the timer is set to 10 seconds.
In Stage practice the spell continues for another 10 seconds without any interruptions however the timer displays 30 seconds. It still ends after 10 seconds despite the display.

Behind You displays a 40 second timer however the spell times out at 30 seconds. Like Star Festival it is different in stage and spell practice.
In Spell Practice the bullets, spell background, and timer disappear once 30 seconds have passed. The pattern continues for another 10 seconds like normal.
In Stage practice it continues like normal but the spell bonus is set to Failed after 30 seconds. The timer continues like normal.

Killing either pattern off after they "timeout" doesn't cause anything special. Although in Spell Practice, both vanish without any effects or sound.

How it happens


This happens by timing down Star Festival and Behind You in Spell Practice or when facing the full boss.

Why it happens


This has to do with the spaghetti code that ZUN wrote.

This placeholder text has been placed here because this section is a Work In Progress. If you believe you could help out, please contact me !



Replays


This section has no content yet. Would you like to add to this section? Contact me if you are interested!

Videos