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.

No Bombs in Practice Mode


Specifications


  • Versions: 1.00a
  • Difficulty: Easy - Normal - Hard - Lunatic - Extra
  • Mode: Main game - Practice mode - Spell practice
  • Shottype: Reimu - Marisa - Sakuya - Sanae
  • Cards: None

What happens


WHen entering Practice mode, you may see that your player has no bombs. Additionally, it is also possible for your max bomb count to be gone.

Screenshot of the GUI
Figure 1: The bomb display shows no bombs.
Screenshot of the GUI
Figure 2: There is no bomb display in the GUI.

How it happens


Zero bombs


To get zero bombs, the player must do the following:

  1. Launch th18.exe;
  2. Go to Practice before the demo replays play;
  3. Select any difficulty, any character, any card combination, any stage;
  4. Enter the stage.

It is important to note that this only works once upon booting up the game. When resetting the stage the bomb count is set to 3. The player must avoid going to "Game Start", "Extra Start", "Spell Practice" and "Replay". Once any stage is loaded this does not work anymore. The only exception is if a replay is loaded that starts with no bombs display.

No bomb display


To get zero bombs, the player must do the following:

  1. Launch th18.exe;
  2. Go to Practice before the demo replays play;
  3. Select any difficulty, any character, any card combination, any stage;
  4. Hold down any number between 1 to 9 inclusive.
  5. Enter the stage.

By holding down a number between 1 to 9 inclusive, the starting lives changes: holding down 0 means you start with no lives, holding 1 means you start with 1 life, etc..

It is important to note that this only works once upon booting up the game. When resetting the stage the bomb count is set to 3. The player must avoid going to "Game Start", "Extra Start", "Spell Practice" and "Replay". Once any stage is loaded this does not work anymore. The only exception is if a replay is loaded that starts with no bombs display.

Theory


When the game loads, many variables are initialized to 0. The three variables we will be talking about are lives, bombs and max_bombs:

  • lives: Your current life count. This is an integer value usually between 0 and 7.
  • bombs: Your current bomb count. This is an integer value usually between 0 and 7.
  • max_bombs: This is the maximum number of bombs you can have. This is an integer value, usually 7.

Since the fields were originally initialzied to 0, it means that your bombs count remains at 0. This value can change if you select different modes (e.g. Spell-practice mode). However, you might wonder why this issue only persists on Stage Practice mode and Stage Practice mode (with number press). This issue is caused by bombs and max_bombs not being set by the game depending on the mode.

Mode Lives Bombs Max Bombs
Main game mode 2 3 7
Spell-practice mode 0 0 7
Practice mode 7
not set
7
Practice mode (with number press) Depends on number press
not set
not set


Replays


  • Replay NyS1 by "Nylilsa". Lunatic, Reimu, 1.00a. 「September 19, 2025」. Download link (Note: This replay starts with zero bombs)
  • Replay NyS4 by "Nylilsa". Lunatic, Reimu, 1.00a. 「September 19, 2025」. Download link (Note: This replay has no bomb display)

Videos


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