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.

Desync - Roaring Mode Edition


Specifications


  • Versions: 1.00a - 1.00b
  • Difficulty: Easy - Normal - Hard - Lunatic - Extra
  • Mode: Main game - Practice mode - Spell practice mode - Achievement hall
  • Shottype: ReimuWolf - MarisaWolf - YoumuWolf - ReimuOtter - MarisaOtter - YoumuOtter - ReimuEagle - MarisaEagle - YoumuEagle

What happens


When watching a replay, the replay may start off with extra tokens and/or extra items spawning. The replay is then guaranteed to desynchronise.

How it happens


There is a consistent set-up as to why this desync takes place.

It happens as follows:

  1. The player has a hyper active.
  2. The player quits their current attempt, and starts a new attempt.
  3. On the new attempt, the player saves a replay.
  4. The saved replay spawns with the additional items/tokens, which desyncs the replay.

It is important to note that steps 1 and 2 do not have to be when the player is playing - Quitting a (demo) replay during an active hyper also counts as quitting your current attempt !

Why it happens


The desync has to do with how the game handles its data internally.

In the context of this page, 'data' means things such as Power, Score, PIV, Tokens you picked up, Lives count, Hyper state, etc.

When quitting to the menu or resetting the stage, the game does not immediately reset the player's data. Instead, the data first gets copied to your replay, and then it gets reset to its initial state. However, this means that some hyper flags get copied over to the replay which when playing it back causes the replay to desync.



Replays


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Videos


All Wily Beast and Weakest Creature pages:
YoumuEagle's Damage Cap · Instant Hyper Deactivation · Death by Intentional Hyper Break · Token duplication · Token Desync - Stage Transition Edition · Desync - Roaring Mode Edition · Desync - Random Token Edition · Saki's Survival Hurtbox · Saki's Final Bomb Damage · Slowdown Item Duplication
All Desync-related pages:
All Menu-related pages: