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.
Desync - Stage Transition 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 starting a replay from Stage 2 through Stage 6, it is possible for the replay to desync at the start of the stage. When starting from Stage 2 through Stage 6, it is possible that the replay starts off with no tokens being spawned. When letting the replay being played from the stage prior, it can be seen that there are tokens that spawn.
How it happens
When timing down a hyper, the following events happen in order:
- You have an active hyper.
- Your hyper is deactivated by timing it down.
- You are rewarded with items from any item tokens you may have collected.
- Two seconds pass.
- The reward is checked and you are rewarded with 2 or 5 tokens depending on if you had a special token.
There is a short delay between timing down the hyper and being rewarded with 2 or 5 tokens. During the short delay, it is possible for a stage transition to take place. In the case a stage transition takes place, the two second delay is being extended until the subsequent stage starts.
For example, suppose a player times down a hyper right when finishing Urumi's final spell-card. The player has to wait two seconds for the token to spawn. However, the player immediately skips dialogue and Stage 3 is being loaded. In this case, the two second delay is extended until Stage 3 is loaded. Once Stage 3 is loaded, the tokens from the hyper spawn.
Why it happens
Internally, the replay file saves a bunch of playerdata that allows for smooth playback from any selected stage. However, ZUN did not take into account tokens that are timed out from previous stages. This means that starting a replay from Stage 2 through Stage 6 may cause the replay to desync because of the lack of tokens.
The lack of tokens themselves can cause desyncs in various ways. The primary way is that the RNG seed is updated meaning anything random from the stage opener onward is different. A secondary way is that the player character may accidentally activate a hyper too early, which can result in a desync in numerous ways.
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 Desync-related pages: | All Stage transition-related pages: |