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.
Shop Manipulation
Specifications
- Versions:
1.00a
- Difficulty:
Easy -
Normal -
Hard -
Lunatic -
Extra
- Mode:
Main game -
Practice mode -
Spell practice - Shottype:
Reimu -
Marisa -
Sakuya -
Sanae
- Cards:
What happens
It's possible to remove cards out of the card pool in the shop.
How it happens
Buy a card, reset by pausing and restarting in the menu, and the purchased card will not be in the shop again.
Why it happens
This placeholder text has been placed here because this section is a Work In Progress. If you believe you could help out, please contact me !
Links
Replays
Since this bug involves manipulating the state of the cards that are not saved in the replay, it is not necessary to provide any replays here as any replay that did replicate this bug would not show any visible signs of having done this bug.
Videos
This section has no content yet. Would you like to add to this section? Contact me if you are interested!
All Unconnected Marketeers pages: | |
|---|---|
| Slowdown Item Duplication · Chimata Final Timeout Crash · D press Desync · Takane Card Cost · No Bombs in Practice Mode · Centipede + Wolf cards combination · Lily White Crash · Dragon Eater Timeout · Momoyo's Final Bomb Damage · (Sub-)shottypes Not Functioning · Shield Method of the Youkai Laser Misalignment · Shop Manipulation · Incorrect Playtime · Koishi Card Desync · Equipment Cards Desync · Momoyo Card Desync · Byakuren Card Desync · Eirin/Eiki Card Purchase Crash · Eirin Card Deactivation | All Menu-related pages: |