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.

Token duplication


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


Every mid-boss in WBaWC can drop a special token. When timing down a hyper that has one or more special tokens in it, then the player is rewarded with 5 tokens. When timing down a hyper with no special tokens, then the player is rewarded with 2 tokens. However, it is possible to time down a hyper with no special token and be rewarded with 5 tokens.

How it happens


When timing down a hyper, the following events happen in order:

  1. You have an active hyper.
  2. Your hyper is deactivated by timing it down.
  3. You are rewarded with items from any item tokens you may have collected.
  4. Two seconds pass.
  5. 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. When doing the token duplication, the player has to activate a non-special hyper with a special token during the short delay of 2 seconds. By doing this, the player receives 5 tokens instead of 2.

Alternatively, if you initially activate a hyper with a special token, then during the delay of 2 seconds activate a non-special hyper, then you are rewarded with 2 tokens instead of 5 tokens.

Why it happens


Internally, the following events happen in order:

  1. The old hyper ends.
  2. During the two-second delay, a new hyper is started
  3. The old hyper drops the token rewards of the new hyper.
  4. When timing out the reward of the new hyper normally, the player still receives the rewards of the new hyper.

In other words, the reward of the old hyper is overwritten by the token reward of the new hyper.



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