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.

YoumuEagle's Damage Cap


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


YoumuEagle deals less damage compared to YoumuWolf and YoumuOtter. This is especially noticeable when comparing the slashes between various Youmus. Although hard to do, when comparing the unfocussed shot of all Youmus, it is possible for YoumuEagle to deal the same damage as YoumuWolf and YoumuOtter depending on the position, despite YoumuEagle having mode unfocussed shots.

How it happens


This is simply done by playing as YoumuEagle regardless of difficulty or version.

Why it happens


Consider the following table:

Spirit Reimu Marisa Youmu
Wolf 60 160 160
Otter 60 160 160
Eagle 60 160
60

The table displays the maximum damage per frame value per character. YoumuWolf can deal up to 160 damage per frame. YoumuOtter can deal up to 160 damage per frame. YoumuEagle can deal up to 60 damage per frame, which is substantially lower than all the other Youmus.

When looking at the damage of the slashes, it turns out the damage is exactly the same as YoumuOtter's are. The damage per slash is always 100 damage per frame or higher. It means that it was intended that YoumuEagle would deal more than her current 60 damage per frame.

So, ZUN wrote 60 instead of 160.



Replays


Any replay of YoumuEagle is valid, so none are provided here.

Videos