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.
Instant Hyper Deactivation
Specifications
- Versions:
1.00a -
1.00b
- Difficulty:
Easy -
Normal -
Hard -
Lunatic -
Extra
- Mode:
Main game -
Practice mode -
Spell practice-Achievement hall - Shottype:
ReimuWolf -
MarisaWolf -
YoumuWolf -
ReimuOtter -
MarisaOtter -
YoumuOtter -
ReimuEagle -
MarisaEagle -
YoumuEagle
What happens
It is possible to instantly deactivate a hyper after picking up the 5th token, giving the player 2 or 5 tokens after the text "Extra Beast Appeared!" shows up. This can happen with any sort of hyper.
How it happens
This is done by picking up the 5th token at a precise well-timed frame-perfect moment. In particular, the player must pick up the 5th token on the 9th frame after being hit by a bullet/enemy.
Why it happens
The reason why this happens is because the game gets confused about the player's state.
In the table below, the relevant player states are shown.
| PLAYER_STATE | Description |
|---|---|
| 0 | Player is respawning from bottom of screen. Cannot control movement of player. |
| 1 | Player can move. Player is able to control the player |
| 2 | Player is dying. Cannot deathbomb. Cannot move, either will respawn or gameovers. |
| 4 | Player is in deathbomb window. Player can deathbomb. |
For the glitch to be triggered, the player must meet the following conditions at once:
- The player must have an active hyper;
- The player must go to PLAYER_STATE
2.
Below I will provide a few examples of how your PLAYER_STATE changes.
Suppose a player is alive. If the player dies, the PLAYER_STATE graph looks as follows:
1 → 4 → 2 → 0 → 1
Suppose a player is alive. If the player dies, but deathbombs, the PLAYER_STATE graph looks as follows:
1 → 4 → 1
Suppose a player is alive. If the player dies, but activates a hyper in the first 8 frames after being hit, the PLAYER_STATE graph looks as follows:
1 → 4 → 1
Even though the deathbomb and death-hyper window in WBaWC is 8 frames long, the PLAYER_STATE can be in the state 4 for a total of 9 frames.
| Frame count | 1 | 2 | 3 | 4 | … | 8 | 9 | 10 |
11 |
|---|---|---|---|---|---|---|---|---|---|
| PLAYER_STATE | 1 | 4 | 4 | 4 | … | 4 | 4 | 4 |
2 |
| Can deathbomb? | … | ||||||||
| Can death-hyper? | … |
The table above shows an example of what the in-game variables would look like.
On frame 2, the player is hit. Then there are 8 frames in which the player can deathbomb or death-hyper. On frame 11 and beyond, the player is dying.
On the frame interval [2,9], if the player picks up a 5th token, the player automatically death-hypers.
On frame 11 and beyond, if the player picks up a 5th token, the player cannot death-hyper. The player then respawns with a hyper active.
On frame 10, if the player picks up a 5th token, the player cannot death-hyper.
However, on frame 10, the player actually meets the criteria to trigger the glitch:
- The player has an active hyper, and;
- The player is going to be in PLAYER_STATE
2the next frame.
Because the two conditions meet, the instant hyper deactivation glitch is triggered, spawning either 2 or 5 tokens after the death.
Links
Replays
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Videos
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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 Frame-perfect-related pages: |