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 Survival Hurtbox
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 survival spell-card. With her hurtbox active the player can shoot her and end the spell-card prematurely.
How it happens
In HSiFS, Okina can only gain a hurtbox on the survival spell-card through two ways:
- The player's bomb must end during the survival spell-card.
- The player's release must end during the survival spell-card.
Why it happens
The code of Okina's boss-fight is located in a file called st07bs.ecl. During the survival spell-card, Okina is given the bombShield instruction. This instruction is also given during all her other spell-cards.
The bombShield instruction makes the parent object (in this case, Okina) invincible when a bomb is triggered. Once the bomb or release has ended, the parent object regains its hurtbox.
Since Okina is given a bombShield instruction on her survival spell-card, it means she regains a hurtbox once the bomb or release has ended. This is exactly what happens and this is what causes Okina to gain a hurtbox during her survival spell-card.
Links
Replays
- Replay
PSG0625by "Nylilsa". Extra, Reimu, 1.00a. 「September 13, 2022」. Download link
Videos
- Pearl | ASE-PRL. 「August 11, 2017」. "Okina Survival Spell Glitch" https://www.youtube.com/watch?v=2ZZPsPRZujc
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: |