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.
Okina's Final Bomb/Release Damage
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
Okina gains a hurtbox during her final spell-card during a bomb or release. This can usually not happen, because as an Extra boss Okina is supposed to be immune to bombs and releases.
How it happens
Okina can take bomb/release damage by bombing/releasing between any of the following three cases:
- Bomb before Okina starts her final spell-card.
Okina won't take damage for the first 90 frames of the spell-card. Okina can take damage after the 90 frames. - Bomb/release 1-59f after Okina starts her final spell-card.
Okina won't take damage for the first 90 frames of the spell-card. Okina can take damage after the 90 frames, but she takes heavily reduced damage because a bomb/release was used during the first 60f of the spell-card. - Bomb/release 60-89f after Okina starts her final spell-card.
Okina won't take damage for the first 90 frames of the spell-card. Okina can take damage after the 90 frames.
Why it happens
The code of Okina's boss-fight is located in a file called st07bs.ecl. During the final spell-card, Okina is given the bombShield instruction.
The bombShield instruction makes the parent object (in this case, Okina) invincible when a bomb or release is triggered. Once the bomb/release has ended, the parent object regains its hurtbox.
When the spell is initialised, Okina is given a bombShield instruction on her final spell-card. This means she would usually regain a hurtbox once the bomb/release has ended. However, there is another instruction that interferes with the bombShield instruction, which I will call flagClear.
The flagClear instruction removes flag(s) on the parent object. In the case on Okina's final spell-card, the flagClear instruction is set to be called 90 frames after the spell has started. In this spell-card, the flags that are cleared are flags that disable the hitbox and hurtbox of Okina.
If the player bombs/releases before the spell-card starts, then the following sequence of events happen:
- The player uses a bomb/release before the final spell-card.
- The final spell-card is initialised. The
bombShieldinstruction is called. - 90 frames pass.
- The flag that disables Okina's hitbox and hurtbox are cleared. This overwrites the
bombShieldinstruction, giving Okina a hurtbox the player can damage.
But if the game removes the flags that disables the hitbox and hurtbox of Okina 90 frames after the spell is initialised, then how come the player is able to shoot Okina during the first 90 frames of the spell? Well, the answer is very simple: Okina also regains her hitbox and hurtbox before the spell is started ! The extra flagClear instruction during the final spell-card is redundant, unless the player intents to bomb the final spell-card.
Links
Replays
- Replay
PSG0625by "Nylilsa". Extra, Reimu, 1.00a. 「September 13, 2022」. Download link
Videos
- 小小哦晰晰. 「February 9, 2023」. "Touhou 16 Extra Speedrun 6:14.05 Reimu" https://www.youtube.com/watch?v=u2Pdl01e9Jc&t=347
All Hidden Star in Four Seasons pages: | |
|---|---|
| (Sub-)shottypes Not Functioning · Stage 5 Incorrect Spell-card name · Stage 3 & Stage 5 crashes · Mai & Satono Solo Spells Issues · Okina's Survival Hurtbox · Okina's Final Bomb/Release Damage · Slowdown Item Duplication | All Ecl-related pages: | All Bombs-related pages: | Bugs with similar cause: |